GPU-Driven Rendering Pipelines
GPU-Driven Rendering Pipelines Ulrich Haar, Lead Programmer 3D, Ubisoft Montreal Sebastian Aaltonen, Senior Lead Programmer, RedLynx a Ubisoft Studio SIGGRAPH 2015: Advances in Real-Time Rendering in Games Topics Motivation Mesh Cluster Rendering Rendering Pipeline Overview Occlusion Depth Generation Results and future work SIGGRAPH 2015: Advances in Real-Time Rendering course GPU-Driven Rendering ? GPU controls what objects are actually rendered draw scene GPU-command n viewports/frustums GPU determines (sub-)object visibility No CPU/GPU roundtrip Prior work [SBOT08] SIGGRAPH 2015: Advances in Real-Time Rendering course Motivation (RedLynx) Modular construction using in-game level editor High draw distance. Background built from small objects. No baked lighting. Lots of draw calls from shadow maps.
–No CPU/GPU roundtrip • Prior work [SBOT08] SIGGRAPH 2015: Advances in Real-Time Rendering course . Motivation (RedLynx) • Modular construction using in-game level editor • High draw distance. Background built from small objects. • …
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