Advances in Real-Time Rendering in Games: Pixel Synchronization: Solving old graphics problems with new data structures

Advances in Real-Time Rendering in Games: Pixel Synchronization: Solving old graphics problems with new data structures

By Marco Salvi
Intel Corporation

In this session, we will introduce a new synchronization primitive for pixel shaders that enables a whole new way of attacking graphics problems on the GPU. The new method is easy to use, requires a fixed amount of memory and provides stable and consistent performance.

Several applications will be detailed and demonstrated in real-time, including programmable blending, single pass depth peeling, order-independent transparency and deep shadow maps.

http://advances.realtimerendering.com/s2013/index.html

Citation: Marco Salvi, Advances in Real-Time Rendering in Games: Pixel Synchronization: Solving old graphics problems with new data structures, Siggraph, Course: Tuesday 10:10am July 23, 2013.

Categorías:
Para obtener más información sobre las optimizaciones del compilador, consulte el aviso sobre la optimización.