PDF-[DOWLOAD]-GPU Zen: Advanced Rendering Techniques

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[DOWLOAD]-GPU Zen: Advanced Rendering Techniques: Transcript


The Desired Brand Effect Stand Out in a Saturated Market with a Timeless Brand. GPU-Based Geometry Clipmaps. Arul Prakash Hugues Hoppe. University of Utah Microsoft Research. Terrain Rendering Challenges. Regular grid (image) of height values. Concise storage .  No paging hiccups. with mantle. Johan Andersson – Electronic Arts. DX11. Mantle. Avg: 78 fps. Min: 42 fps. Core i7-3970x, AMD Radeon R9 290x, 1080p ULTRA. Avg: 120 fps. Min: 94 fps. +58%!. Bf4 mantle goals. Goals:. Significantly . 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. , . VR Software Engineer. GameWorks VR. How is VR rendering different?. How is VR rendering different?. High framerate, low latency. 90 frames per second. Motion to photons in . ≤ 20 ms. How is VR rendering different?. Digital Image Synthesis. Yu-Ting Wu. Surface integrators. Remember the radiance can be estimated by solving the rendering equation:. Surface integrators are responsible for approximating . the . integral. Youngho Kim. CIS665: GPU Programming. Building a Million Particle System: Lutz Latta. UberFlow - A GPU-based Particle Engine: Peter Kipfer et al.. Real-Time Particle Systems on the GPU in Dynamic Environments: Shannon Drone. Ling-Qi Yan. 1. , . Yahan. Zhou. 2. , Kun Xu. 1. , . Rui. Wang. 2. 1. Tsinghua University. 2. . University . of . Massachusetts. PG 2012. Pacific Graphics 2012. Motivation. Natural illumination. , . VR Software Engineer. GameWorks VR. How is VR rendering different?. How is VR rendering different?. High framerate, low latency. 90 frames per second. Motion to photons in . ≤ 20 ms. How is VR rendering different?. Sean . Reichel. & Chester Gregg. a.k.a. “The boring stuff happening behind the video games you really want to play right now.”. What is 3D Rendering? __. Definition:. Wiki:. “… the 3D computer graphics process of automatically converting 3D wire frame models into 2D images with 3D photorealistic effects or non-realistic rendering on a computer.”. in Six Easy Steps. Professor . Hoffert. (a.k.a. Babbling Brook). I. Know When to Speak. The Daoist Roots of Zen Humor. One who knows does not speak;. One who speaks does not know!. [. Daodejing. 56]. with mantle. Johan Andersson – Electronic Arts. DX11. Mantle. Avg: 78 fps. Min: 42 fps. Core i7-3970x, AMD Radeon R9 290x, 1080p ULTRA. Avg: 120 fps. Min: 94 fps. +58%!. Bf4 mantle goals. Goals:. Significantly . Shiben. . Bhattacharjee. 200607022. shiben@research.iiit.ac.in. Advisor: . Prof. P. J. Narayanan. Why render terrains?. Terrains are a basic need in most graphics application. Geographical information systems. CS 179: GPU Programming Lecture 7 Week 3 Goals: Advanced GPU- accelerable algorithms CUDA libraries and tools This Lecture GPU- accelerable algorithms: Reduction Prefix sum Stream compaction Sorting (quicksort) -Leaving Spirit Principles and PossibilitiesPublic Talk and Workshopwith Dosho Portat Boundless Way Temple/Worcester Zen Center1030 Pleasant Street Worcester MA 01602508-792-5189 wwwworceste

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