Computation planning for surfaces culling in real-time rendering of 3D scenes

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The features of the organization of the process of rendering of three-dimensional scenes in real-time are considered. Particular attention is paid to the problem of determining the visibility of the geometry processed by the rendering system. Characteristics are given to standard methods of clipping and determining visibility, their disadvantages are highlighted. A modern approach to culling of invisible surfaces is described and ways to improve it are determined. Various ways of increasing the efficiency of the computation process when performing clipping and rendering due to a different organization in systems containing several heterogeneous graphics processors are considered. It is proposed to use a directed acyclic graph as a high-level knowledge of the dependencies between the stages of rendering for effective planning.

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Real-time rendering, gpu program optimization, multi-gpu

Короткий адрес: https://sciup.org/148309077

IDR: 148309077   |   DOI: 10.25586/RNU.V9187.20.02.P.037

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