An Improved Triangle Encoding Scheme for Cached Tessellation

B. Kerbl, Linus Horváth, Daniel Cornel, M. Wimmer
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引用次数: 1

Abstract

With the recent advances in real-time rendering that were achieved by embracing software rasterization, the interest in alternative solutions for other fixed-function pipeline stages rises. In this paper, we revisit a recently presented software approach for cached tessellation, which compactly encodes and stores triangles in GPU memory. While the proposed technique is both efficient and versatile, we show that the original encoding is suboptimal and provide an alternative scheme that acts as a drop-in replacement. As shown in our evaluation, the proposed modifications can yield performance gains of 40% and more.
一种改进的缓存镶嵌三角形编码方案
随着软件栅格化在实时渲染方面的最新进展,对其他固定功能管道阶段的替代解决方案的兴趣也在增加。在本文中,我们回顾了最近提出的一种用于缓存镶嵌的软件方法,该方法紧凑地编码并将三角形存储在GPU内存中。虽然所提出的技术既高效又通用,但我们表明原始编码是次优的,并提供了一种替代方案,可作为插入式替代方案。正如我们的评估所示,所提出的修改可以产生40%甚至更多的性能增益。
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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