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
创建日期: 2022年4月22日 15:02:30