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NVIDIA Asteroids Demo Available Now, Showcases 'Dramatically Improved' Performance & IQ Through Turing's Mesh Shading

NVIDIA Asteroids Demo Available Now, Showcases 'Dramatically Improved' Performance & IQ Through Turing's Mesh Shading

NVIDIA Asteroids is the latest tech demo to be publicly shared by the visitor. This 1 is specifically geared towards the demonstration of Turing's new Mesh Shading capabilities.

Every bit you probably know already if you're a regular Wccftech reader, the new Turing compages introduced a number of advanced shading techniques that are at present available for developers. I we've already seen implemented in an actual game is Adaptive Shading, added terminal month to Wolfenstein II: The New Colossus with a patch.

Whereas Adaptive Shading just adjusts the shading rate dynamically, Mesh Shading adds a new shader model for vertex, tessellation and geometry shading, thus allowing an 'order of magnitude' more than objects per scene than would otherwise exist possible.

According to NVIDIA, this dramatically improves both operation and image quality. Senior Software Engineer Manuel Kraemer explained on the official web log:

The NVIDIA Asteroids application tin achieve very loftier frame rates by moving key performance bottlenecks of object list processing off of the CPU and into highly parallel GPU mesh shading programs. Starting from an extremely big dataset comprising trillions of potentially visible triangles at whatever given fourth dimension, the shaders efficiently eliminate primitives that will never be seen and shade merely those contributing to the pixels displayed.

In the demo, each individual asteroid model consists of a sequence of ten levels of item, with the highest level containing up to vi million triangles. This extreme amount of geometric detail allows the largest asteroids (several kilometers in size) to retain a very detailed look, even when the thespian is flight extremely close. Activating "Visualize LOD levels" paints each asteroid with a colour based on its current LOD, showing how the mesh shaders transition smoothly betwixt LODs. Finally, you can also plough off the dynamic LOD system, and and so be able to select the display of any of the offset 7 levels of detail.

In addition to dynamic LOD, mesh shading besides allows the implementation of smart alternative systems, greatly improving rendering efficiency. Culling takes place hierarchically in the demo.

First, the task shader checks the entire asteroid for visibility and determines which LOD(s) to employ.
Sub-parts or meshlets are then tested past the mesh shader. Finally, the remaining triangles are culled by the GPU hardware. Prior to the arrival of the Turing architecture, GPUs would exist forced to choose every triangle individually, creating massive workloads on both the GPU and CPU.

By combining together efficient GPU culling and LOD techniques, we decrease the number of triangles drawn by several orders of magnitude, retaining only those necessary to maintain a very high level of image fidelity. The existent-time drawn triangle counters can be seen in the lower corner of the screen. Mesh shaders make it possible to implement extremely efficient solutions that tin be targeted specifically to the content existence rendered.

Tessellation is not used at all in the demo, and all objects, including the millions of particles, are taking advantage of Mesh Shading.

Owners of a Turing GPU can now download the NVIDIA Asteroids demo from this URL.

Source: https://wccftech.com/nvidia-asteroids-demo-mesh-shading/

Posted by: parkerhicle1955.blogspot.com

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