CUDA renderer: a programmable graphics pipeline

Fang Liu, Meng-Cheng Huang, Xuehui Liu, E. Wu
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引用次数: 8

Abstract

Modern GPUs provide gradually increasing programmability on vertex shader, geometry shader and fragment shader in the past decade. However, many classical problems such as order-independent transparency (OIT), occlusion culling have not yet been efficiently solved using the traditional graphics pipeline. The main reason is that the behavior of the current stage of the pipeline is hard to be determined due to the unpredictable future data. Since the rasterization and blending stage are still largely fixed functions on chip, previous improvements on these problems always require hardware modifications thus remain on the theoretical level. In this paper we propose CUDA Renderer, a fully programmable graphics pipeline using compute unified device architecture (CUDA) [NVIDIA 2008] which can completely run on current graphics hardware. Our experimental results have demonstrated significant speedup to traditional graphics pipeline especially on OIT. We believe many other problems can also benefit from this flexible architecture.
CUDA渲染器:一个可编程的图形管道
在过去的十年里,现代gpu在顶点着色器、几何着色器和片段着色器上提供了逐渐增加的可编程性。然而,许多经典问题,如顺序无关透明性(OIT)、遮挡剔除等,还没有得到传统图形管道的有效解决。主要原因是由于未来数据不可预测,因此很难确定管道当前阶段的行为。由于栅格化和混合阶段在很大程度上仍然是芯片上的固定功能,以前对这些问题的改进总是需要硬件修改,因此停留在理论水平。在本文中,我们提出CUDA渲染器,一个完全可编程的图形管道使用计算统一设备架构(CUDA) [NVIDIA 2008],可以完全运行在当前的图形硬件。实验结果表明,该方法对传统图形管道有明显的加速作用,特别是在OIT上。我们相信许多其他问题也可以从这种灵活的体系结构中受益。
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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