使用新的网格着色器管道改进GPU实时宽地形镶嵌

Benjamin Santerre, Masaki Abe, Taichi Watanabe
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引用次数: 2

摘要

本文提出了一种基于新的GPU网格管道的地形镶嵌技术,并将其与传统的网格管道进行了比较。我们解释了如何使用它在保持类似性能的同时大大增加draw调用中的镶嵌能力。然后,我们展示了如何使用它来限制CPU负载以及渲染宽地形的数据传输到GPU。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Improving GPU Real-Time Wide Terrain Tessellation Using the New Mesh Shader Pipeline
This paper proposes a terrain tessellation technique using the new GPU mesh pipeline, and compares it to the classically used tessellation pipeline. We explain how we can use it to greatly increase the tessellation capability within the draw call while keeping similar performances. We then show how it can be used to limit the CPU load as well as the data transfer to the GPU for rendering wide terrains.
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