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.
In order to improve the performance of graphics rendering process, we proposed the algorithm based on unified shader core, which sorted objects in their material space. By the algorithm, we first extended the definition of material at hardware abstract layer according to the features of unified shader core, then reorganized objects based on their material, finally 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.
出处
《计算机辅助设计与图形学学报》
EI
CSCD
北大核心
2009年第6期819-824,共6页
Journal of Computer-Aided Design & Computer Graphics
基金
国家“八六三”高技术研究发展计划(2007AA01Z317)
国家“九七三”重点基础研究发展计划项目(2004CB318000)
关键词
实时渲染
真实感图形学
统一脚本核心
渲染物体组织
real-time rendering
realistic graphics
unified shader core
render object organization