Restricted Extensions for GPU Photo-realistic Renderer

В. В. Санжаров, V. Sanzharov, В.А. Фролов, V. Frolov, Илья Павлов, Ilia Pavlov
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引用次数: 0

Abstract

Photo-realistic rendering systems on CPU traditionally have significant flexibility achieved mainly by the ability for end user to write custom plugins or shaders. The same cannot be said about majority of photo-realistic GPU renderers. Most «classic» approaches to design of user-extendable software on CPU, such as object-oriented plugins are not very well suited for GPU programming. In this paper we propose a restricted approach to developing extendable GPU rendering system at low development cost. Our hardware agnostic light-weight approach can be applied to existing rendering systems with minimal changes to them. We apply our approach to the problem of procedural textures implementation and show that, in addition to simplicity, our approach is faster then existing GPU solutions.
限制扩展GPU逼真的渲染器
传统上,基于CPU的逼真渲染系统具有显著的灵活性,主要是通过最终用户编写自定义插件或着色器的能力实现的。对于大多数逼真的GPU渲染器来说,情况并非如此。大多数在CPU上设计用户可扩展软件的“经典”方法,比如面向对象的插件,都不太适合GPU编程。本文提出了一种低开发成本开发可扩展GPU渲染系统的受限方法。我们与硬件无关的轻量级方法可以应用于现有的渲染系统,对它们进行最小的更改。我们将我们的方法应用于程序纹理实现的问题,并表明,除了简单之外,我们的方法比现有的GPU解决方案更快。
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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