Multi-fragment effects on the GPU using the k-buffer

Louis Bavoil, Steven P. Callahan, A. Lefohn, J. Comba, Cláudio T. Silva
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引用次数: 119

Abstract

Many interactive rendering algorithms require operations on multiple fragments (i.e., ray intersections) at the same pixel location: however, current Graphics Processing Units (GPUs) capture only a single fragment per pixel. Example effects include transparency, translucency, constructive solid geometry, depth-of-field, direct volume rendering, and isosurface visualization. With current GPUs, programmers implement these effects using multiple passes over the scene geometry, often substantially limiting performance. This paper introduces a generalization of the Z-buffer, called the k-buffer, that makes it possible to efficiently implement such algorithms with only a single geometry pass, yet requires only a small, fixed amount of additional memory. The k-buffer uses framebuffer memory as a read-modify-write (RMW) pool of k entries whose use is programmatically defined by a small k-buffer program. We present two proposals for adding k-buffer support to future GPUs and demonstrate numerous multiple-fragment, single-pass graphics algorithms running on both a software-simulated k-buffer and a k-buffer implemented with current GPUs. The goal of this work is to demonstrate the large number of graphics algorithms that the k-buffer enables and that the efficiency is superior to current multipass approaches.
使用k-buffer的GPU上的多片段效果
许多交互式渲染算法需要在同一像素位置对多个片段(即光线相交)进行操作:然而,当前的图形处理单元(gpu)每个像素只捕获一个片段。示例效果包括透明、半透明、构造立体几何、景深、直接体渲染和等值面可视化。使用当前的gpu,程序员在场景几何上使用多次通道来实现这些效果,这通常会大大限制性能。本文介绍了Z-buffer的一种泛化,称为k-buffer,这使得仅通过单个几何通道就可以有效地实现此类算法,但只需要少量固定数量的额外内存。k-buffer使用framebuffer内存作为k项的读-修改-写(RMW)池,其使用由一个小的k-buffer程序以编程方式定义。我们提出了在未来gpu中添加k-buffer支持的两个建议,并演示了在软件模拟的k-buffer和当前gpu实现的k-buffer上运行的许多多片段、单通道图形算法。这项工作的目标是证明k-buffer支持大量图形算法,并且效率优于当前的多通道方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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