Effective Pixel Rendering in Practice

P. Mileff, J. Dudra
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Abstract

The graphics processing unit (GPU) has now become an integral part of our lives through both desktop and portable devices. Thanks to dedicated hardware, visualization has been significantly accelerated, softwares today only use the GPU for rasterization. As a result of this development, now we use only triangle-based rendering, and pixel-based image manipulations can only be performed using shaders. It can be stated that today’s GPU pipeline cannot provide the same flexibility as the previous software implementation. This paper discusses an efficient software implementation of pixel-based rasterization. After reviewing the current GPU-based drawing process, we will show how to access pixel level drawing in this environment. Finally, a more efficient storage and display format than the classic solution is presented, which performance far exceeds the previous solution.
在实践中有效的像素渲染
图形处理单元(GPU)现在已经通过桌面和便携式设备成为我们生活中不可或缺的一部分。多亏了专用的硬件,可视化已经大大加速,今天的软件只使用GPU进行光栅化。由于这种发展,现在我们只使用基于三角形的渲染,而基于像素的图像操作只能使用着色器来执行。可以说,今天的GPU流水线无法提供与以前的软件实现相同的灵活性。本文讨论了一种基于像素的栅格化的有效软件实现方法。在回顾当前基于gpu的绘图过程后,我们将展示如何在此环境中访问像素级绘图。最后,提出了一种比传统方案更高效的存储和显示格式,其性能远远超过了以前的方案。
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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