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基于材质的实时渲染场景组织技术

Materia-l Based Scene Organizing Technique for Rea-l Time3D Rendering

  • 摘要: 为了提高图形渲染程序的性能, 根据统一脚本核心硬件的特征, 提出一种在材质空间进行二次排序的场景组织算法.首先在硬件抽象层扩展了材质的定义;然后根据扩展的材质定义重新组织场景中的对象, 再在材质空间中对物体进行二次排序;最后把排序好的对象发送给图形渲染线进行渲染输出.该算法在不改变图像渲染质量的前提下, 可以极大地加快图像的渲染速度.实验结果表明, 文中算法可较大地提高图形渲染程序的性能.

     

    Abstract: In order to improve the performance of graphics rendering process, awe proposed the algorithm based on unified shader core, awhich sorted objects in their material space.By the algorithm, a we first extended the definition of material at hardware abstract layer according to the features of unified shader core, athen reorganized objects based on their material, afinally added a second sorting in the material space.Our algorithm can greatly speed up the image rendering speed without changing the quality of image.Experimental results show that the new method gains much performance.

     

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