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标题: NVIDIA研发新式图形算法 接近电影级游戏画质? [打印本页]

作者: IPO    时间: 2010-2-20 19:43
标题: NVIDIA研发新式图形算法 接近电影级游戏画质?
NVIDIA研发新式图形算法 电影级游戏画质?

驱动之家[原创] 作者:上方文Q 编辑:上方文Q 2010-02-20 11:20:46 9407 人阅读 [投递]


NVIDIA和美国麻州威廉姆斯学院最近开发了一种新式算法,声称可以极大幅度地提升游戏画面效果,逼近电影级别。

光线效果处理是图形渲染中最耗费资源的环节,NVIDIA David Luebke博士和威廉姆斯学院计算机科学系助教Morgan McGuire的光线和光源新算法正是针对这一处理过程,但详细的技术细节没有公布,只说是和目前普遍使用的方法正好相反,因而速度快得多,不过又和光线追踪不是一回事儿。

Luebke、McGuire表示,随着游戏交互程度的提升,图形处理器的速度也会在几年内达到现在的500倍,而他们的算法就非常适合这种不断提升的处理速度。

他们预计新算法会在未来两年内出现在实际游戏中。
作者: aaa777ly    时间: 2010-2-20 19:53
几年内达到现在的500倍

等了半年,NV下代显卡还没出来
作者: EveningRain    时间: 2010-2-20 19:56
想和微软作对?想都不要想
作者: xxx2006    时间: 2010-2-20 20:11
有新的算法未尝不是好事
作者: xxx2006    时间: 2010-2-20 21:05
什么叫电影画质?有标准么?
作者: dreamz3    时间: 2010-2-20 23:25
正好相反?假如现在是算阴影那他的算法是算没有阴影?
作者: 来力    时间: 2010-2-20 23:29
NVIDIA应该与prada、armani合作推出引领时尚潮流的无敌马甲
要不和sunrise合作秘密研发下一代机动战士刚大木也可以
总之,要相信老黄、相信NV是无所不能的
作者: 先锋岁月    时间: 2010-2-20 23:44
我听说NV要干的事太多了。
作者: iamw2d    时间: 2010-2-20 23:45
我记得老黄也才说了个多少倍
这个就500倍了 青出于蓝阿
作者: Edison    时间: 2010-2-20 23:46
http://graphics.cs.williams.edu/papers/PhotonHPG09/


Hardware-Accelerated Global Illumination
by Image Space Photon Mapping

      
   
   in ACM SIGGRAPH/EuroGraphics High Performance Graphics 2009   
   
Morgan McGuire, Williams College   
David Luebke, NVIDIA Corporation      
   
   ACM Digital Library Page   
Preprint (PDF)   
Presentation (PPT zip)   
Result Video (MP4)   
Additional Results   


   Abstract   
BibTex   
Acknowledgments   
Data   
Implementation Guide   
      

Abstract


We describe an extension to photon mapping that recasts the mostexpensive steps of the algorithm -- the initial and final photon bounces -- asimage-space operations amenable to GPU acceleration.  This enables global illumination for real-time applications as well as accelerating itfor offline rendering.
Image Space Photon Mapping (ISPM) rasterizes a light-space bounce map of emitted photons surviving initial-bounce Russianroulette sampling on a GPU. It then traces photons conventionally on the CPU. Traditional photon mapping estimates final radiance bygathering photons from a k-d tree. ISPM instead scatters indirect illumination by rasterizing an array of photon volumes.Each volume bounds a filter kernel based onthe a priori probability density of each photon path. These two steps exploit the factthat initial path segments from point lights and final ones into a pinhole cameraeach have a common center of projection. Anoptional step uses joint bilateral upsampling of irradiance to reduce the fill requirements of rasterizing photon volumes.  ISPM preserves the accurateand physically-based nature of photon mapping, supports arbitrary BSDFs, and capturesboth high- and low-frequency illumination effects such as caustics and diffuse color interreflection.
An implementation on a consumer GPU and 8-core CPU renders high-quality global illumination at up to 26 Hz at HD (1920x1080) resolution, for complex scenes containing moving objectsand lights.

Acknowledgments


We thank the anonymous reviewers and Evan Hart (NVIDIA) for substantial suggestions, Unknown Worlds Entertainment for the  the pre-release Onos model from Natural Selection 2, Dan Fast (Williams) for 3D modeling, andQi Mo (UNC), Kefei Lei (Williams), and Eric Enderton (NVIDIA) for proofreading.  

Data


Models:

Additional Results

All illumination in these images is dynamic and global. There is no ambient or lightmap term.



Additional, unpublished performance results from our experiments.
An early screen capture of our SIGGRAPHexhibition game demo is available.  This uses an aggressively optimizedimplementation and mixes local and global illumination models.

Implementation Guide


The files below are modified up versions of the key pieces of sourcecode used in our experimental setup.  These are intended to assistothers in implementing or experimenting with our algorithm.  They havebeen heavily commented in support of that goal.  This code won'tcompile as is because it is missing the surrounding game engineinfrastructure, which we are not releasing.
Please keep in mind that this is research code released to furtherscientific and progress.We do not provide technical support for this code and it is not aproduct.  We have not produced a standalone binary or plug-in fordistribution. There is no warranty on the code, so use it at your ownrisk.  Although the algorithms and data sources are fully described inthe paper, we cannot release the full project or data files directlyfor intellectual property reasons.  All code is copyright 2009 MorganMcGuire, all rights reserved.
The files provided in ispm.zip are:In addition, the major support classes have been released in the G3D Innovation Engine version 8.0beta 1.  These include SuperBSDF, SuperShader, Material,ArticulatedModel, GBuffers, TriTree, and Tri classes.  The version ofTriTree in G3D is a bounding interval hierarchy that is about 2xfaster than the kd-tree used in our experiments.
作者: slice    时间: 2010-2-20 23:50
Lz火星了, NV从Fx5 系列起就已经达到电影画质了~
nvd11 发表于 2010-2-20 20:27


问题是现在的电影是《阿凡达》了。
作者: fuxingchina    时间: 2010-2-20 23:54
提示: 作者被禁止或删除 内容自动屏蔽
作者: 龙旗飘飘    时间: 2010-2-21 00:06
别拿豆包不当干粮,动画电影也是电影
作者: micko    时间: 2010-2-21 01:06
什么电影?rmvb格式的咩。。。
作者: leorex    时间: 2010-2-21 01:25
软件公司和广告公司
作者: Emu10k2    时间: 2010-2-21 01:55
提示: 作者被禁止或删除 内容自动屏蔽
作者: xxx2006    时间: 2010-2-21 10:52
5800时就是这样说的。
yokuz3 发表于 2010-2-21 02:20



    电影画质也在提高嘛,玩具总动员和阿凡达能比么?
作者: Azl2    时间: 2010-2-21 11:19
电影画质也在提高嘛,玩具总动员和阿凡达能比么?
xxx2006 发表于 2010-2-21 10:52


先理解什么是电影画质 再来谈提高的问题
作者: 大锤子    时间: 2010-2-21 14:59
美国的  人有多大胆 地有多大产?
作者: Al@n    时间: 2010-2-21 15:03
标准不断给提高,要不是新东西谁买哦~~!
作者: zanelu    时间: 2010-2-21 15:12
电影级别又来了?感觉没隔一段时间就有这么个说法冒出来
作者: pharaway    时间: 2010-2-22 14:01
这么复杂,估计很少工厂造得出来
作者: wodreams    时间: 2010-2-22 14:40
路过帮顶!




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