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Implementing the Render Cache and the Edge-and-Point Image On Graphics Hardware

机译:在图形上实现渲染缓存和边缘点图像硬件

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摘要

The render cache and the edge-and-point image (EPI) are techniques that permit high quality rendering at interactive rates of models illuminated with complex ray traced techniques, combining sparse sampling and discontinuities-respecting interpolation. The image reconstruction is decoupled from the samples generation process and permits the use of arbitrary shaders to gather shading samples. Although the system uses seemingly familiar graphics operations, their behavior differ in subtle and interesting ways from the regular graphics hardware use. This work presents a multi-pass rendering algorithm that brings the render cache and EPI image generation processes to programmable graphics hardware utilizing their newest capabilities. Its implementation permits substantial performance gains and leverages the CPU workload, allowing more time to be spent on the samples generation. It discusses the performance achieved, optimizations and limitations with the current generation hardware as well as possibilities for future improvements.
机译:渲染缓存和边缘点图像(EPI)是允许以稀疏采样和尊重不连续性插值相结合的复杂光线跟踪技术照亮的模型以交互速率进行高质量渲染的技术。图像重建与样本生成过程分离,并允许使用任意着色器来收集着色样本。尽管系统使用看似熟悉的图形操作,但是它们的行为与常规图形硬件的使用在细微而有趣的方式上有所不同。这项工作提出了一种多遍渲染算法,该算法将渲染缓存和EPI图像生成过程带入可编程图形硬件,并利用它们的最新功能。它的实现可显着提高性能并利用CPU工作负载,从而将更多的时间花费在样本生成上。它讨论了当前硬件的性能,优化和局限性以及未来改进的可能性。

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