Advanced Multi-Frame Rate Rendering Techniques

J. P. Springer, C. Lux, D. Reiners, B. Fröhlich
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引用次数: 11

Abstract

Multi-frame rate rendering is a parallel rendering technique that renders interactive parts of the scene on one graphics card while the rest of the scene is rendered asynchronously on a second graphics card. The resulting color and depth images of both render processes are composited and displayed. This paper presents advanced multi-frame rate rendering techniques, which remove limitations of the original approach and reduce artifacts. The interactive manipulation of light sources and their parameters affects the entire scene. Our multi-GPU deferred shading splits the rendering task into a rasterization and lighting pass and distributes the passes to the appropriate graphics card to enable light manipulations at high frame rates independent of the geometry complexity of the scene. We also developed a parallel volume rendering technique, which allows the manipulation of objects inside a translucent volume at high frame rates. Due to the asynchronous nature of multi-frame rate rendering artifacts may occur during the migration of objects from the slow to the fast graphics card, and vice versa. We show how proper state management can be used to avoid these artifacts almost completely. These techniques were developed in the context of a single-system multi-GPU setup, which considerably simplifies the implementation and increases performance.
先进的多帧率渲染技术
多帧率渲染是一种并行渲染技术,它在一张显卡上渲染场景的交互部分,而场景的其余部分在另一张显卡上异步渲染。两个渲染过程产生的颜色和深度图像被合成并显示。本文提出了一种先进的多帧率渲染技术,消除了原有方法的局限性,减少了伪影。光源及其参数的交互操作影响整个场景。我们的多gpu延迟着色将渲染任务划分为栅格化和照明通道,并将通道分配到适当的图形卡上,以实现独立于场景几何复杂性的高帧率光操作。我们还开发了一种并行体渲染技术,它允许在高帧率下操纵半透明体内的物体。由于多帧率渲染的异步特性,在将对象从慢速显卡迁移到快速显卡期间可能会出现伪影,反之亦然。我们将展示如何使用适当的状态管理来几乎完全避免这些工件。这些技术是在单系统多gpu设置的背景下开发的,这大大简化了实现并提高了性能。
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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