PPT-GPU-Driven Rendering Pipelines

Author : tatiana-dople | Published Date : 2015-11-23

Ulrich Haar Lead Programmer 3D Ubisoft Montreal Sebastian Aaltonen Senior Lead Programmer RedLynx a Ubisoft Studio SIGGRAPH 2015 Advances in RealTime Rendering

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GPU-Driven Rendering Pipelines: Transcript


Ulrich Haar Lead Programmer 3D Ubisoft Montreal Sebastian Aaltonen Senior Lead Programmer RedLynx a Ubisoft Studio SIGGRAPH 2015 Advances in RealTime Rendering in Games. TekVisual is dedicated to customer service; standing behind our work and supporting client technology needs unconditionally. TekVisual has the track record, support, and service to take your project to a new level. 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. CMSC . 491/635. Volume data. 3D Scalar Field: . F(x,y,z) = ?. Implicit functions. Voxel grid. Scalar data. Density. Temperature. Wind speed. …. Implicit functions. Blobs . [Blinn 82]. Metaballs . [Nishimura 83]. 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 . Fog. Final Demo. CSS 522 Topics in Rendering. March . 14,2011. Scott and Lew. Background of Fog. Challenges Rendering it. Our Implementation . Results . Limitations and Future Work. Overview:. Visible clouds and fog are created by millions and millions of water droplets refracting and reflecting light. 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. Chetan Parulekar. Principal Development Manager. 3-175. Introduction to the PDF APIs. Rendering PDF as images. Customizing your PDF rendering. Best practices. Rendering PDF to a DirectX surface. Agenda. 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 . Add GPUs: Accelerate Science Applications. © NVIDIA 2013. Small Changes, Big Speed-up. Application Code. . GPU. C. PU. Use GPU to Parallelize. Compute-Intensive Functions. Rest of Sequential. CPU Code. Adapted from the FAD PReP/NAHEMS . Guidelines: Disposal (2012). Composting . USDA APHIS and CFSPH. FAD PReP/NAHEMS Guidelines: Disposal - Composting, Rendering, and Burial . Aerobic decomposition method. . PCRA, March 4, 2017. David L. Meeker, Ph.D., MBA. Senior Vice President, Scientific Services. National Renderers Association. Director of Research. Fats and Proteins Research Foundation. Passed by Congress December 2010.. Mark Steinhilber, Pipeline and Facilities Program Manager. Michael O’Neill, GIS Services Manager. Division of Oil, Gas, and Geothermal Resources (DOGGR). 1. Background. Arvin Event triggers AB 1420 .

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