跳转至

Lecture 04:游戏引擎中的渲染实践

  • Objects with one type of effect
  • Focus on representation and math correctness
  • No strict performance requirements
  • Realtime(30 FPS) / interactive(10 FPS) / offline
  • Out-of-core rendering

GPU 架构

GPU v.s. CPU -> SIMT v.s. SIMD

GPU Architecture:

  • GPC(Graphics Processing Cluster)
  • SM(Streaming Multiprocessor)
  • Texture Units
  • CUDA Core
  • Warp

Data Flow from CPU to GPU

CPU and Main Memory

  • Data Load / Unload
  • Data Preparation

CPU to GPU

  • High Latency
  • Limited Bandwidth

GPU and Video Memory

  • High Performance Parallel Rendering

Tips

Always minimize data transfer between CPU and GPU when possible.

尽可能数据单向传输,同时尽可能不要从显卡中读数据

GPU Bounds and Performance

  • Memory Bounds
  • ALU Bounds
  • TMU(Texture Memory Unit) Bounds
  • BW(Bandwidth) Bounds

可渲染物体

  • Material
  • Texture
  • Shader
  • Mesh/Submesh
  • Resource Pool

可见性裁剪(Visibility Culling)

只渲染可见的物体,在摄像机锥形视野内的物体

贴图压缩

Block Compression

Cluster-based Mesh Pipeline

一个未来渲染的发展趋势


最后更新: 2022年4月27日 15:29:45
创建日期: 2022年4月22日 15:02:30

评论

回到页面顶部