Added deferred shading workload
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@@ -13,6 +13,7 @@ against regular serial C++ implementations, printing out a comparison of
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the runtimes and the speedup delivered by ispc. It may be instructive to
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do a side-by-side diff of the C++ and ispc implementations of these
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algorithms to learn more about wirting ispc code.
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AOBench
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=======
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@@ -27,6 +28,7 @@ It executes the program for the given number of iterations, rendering an
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(xres x yres) image each time and measuring the computation time with both
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serial and ispc implementations.
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AOBench_Instrumented
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====================
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@@ -40,12 +42,47 @@ is provided in the instrument.cpp file.
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*** Note: on Linux, this example currently hits an assertion in LLVM during
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*** compilation
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Deferred
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========
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This example shows an extensive example of using ispc for efficient
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deferred shading of scenes with thousands of lights; it's an implementation
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of the algorithm that Johan Andersson described at SIGGRAPH 2009,
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implemented by Andrew Lauritzen and Jefferson Montgomery. The basic idea
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is that a pre-rendered G-buffer is partitioned into tiles, and in each
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tile, the set of lights that contribute to the tile is first computed.
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Then, the pixels in the tile are then shaded using just those light
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sources. (See slides 19-29 of
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http://s09.idav.ucdavis.edu/talks/04-JAndersson-ParallelFrostbite-Siggraph09.pdf
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for more details on the algorithm.)
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This directory includes three implementations of the algorithm:
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- An ispc implementation that first does a static partitioning of the
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screen into tiles to parallelize across the CPU cores. Within each tile
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ispc kernels provide highly efficient implementations of the light
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culling and shading calculations.
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- A "best practices" serial C++ implementation. This implementation does a
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dynamic partitioning of the screen, refining tiles with significant Z
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depth complexity (these tiles often have a large number of lights that
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affect them). Within each final tile, the pixels are shaded using
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regular C++ code.
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- If the Cilk extensions are available in your compiler, an ispc
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implementation that uses Cilk will also be built.
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(See http://software.intel.com/en-us/articles/intel-cilk-plus/). Like
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the "best practices" serial implementation, this version does dynamic
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tile partitioning for better load balancing and then uses ispc for the
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light culling and shading.
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Mandelbrot
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==========
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Mandelbrot set generation. This example is extensively documented at the
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http://ispc.github.com/example.html page.
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Mandelbrot_tasks
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================
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@@ -58,6 +95,7 @@ using tasks with ispc, no task system is mandated; the user is free to plug
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in any task system they want, for ease of interoperating with existing task
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systems.
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Noise
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=====
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@@ -71,6 +109,7 @@ Options
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This program implements both the Black-Scholes and Binomial options pricing
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models in both ispc and regular serial C++ code.
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RT
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==
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@@ -87,6 +126,7 @@ and triangle intersection code from pbrt; see the pbrt source code and/or
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"Physically Based Rendering" book for more about the basic algorithmic
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details.
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Simple
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======
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@@ -94,6 +134,7 @@ This is a simple "hello world" type program that shows a ~10 line
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application program calling out to a ~5 line ispc program to do a simple
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computation.
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Volume
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======
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