《孤岛危机2》话说,这个到底是不是曲面细分?难道DX9也可以支持曲面细分了?

求小猫一只:DX9通过软件编译算法是可以实现类似曲面细分这种效果的,孤岛危机1部分地面就是这么干的。但是实现方式繁琐,没有算法单元,图形工程师在编译这项渲染时需要编写大量的运算过程整个运算步骤。而且显卡的顶点运算是有峰值的顶点与顶点之间再进行大量的顶点生成,没有专门的定点生成单元靠以往的GPU顶点计算能力大量生成是吃不消的。所以支持DX11规范的GPU都拥有专门生成顶点跟过程操作步骤计算的单元。RTX也是一样,增加RTX单元就是为了节省运算过程整个运算步骤的。通过大量的运算过程跟整个运算步骤一样能实现类似的效果 发布于 2024-02-23 12:25:02

mengzhongde123:光看你的图看不出是可以自己调参数还是自动的,如果是自动的,搞不好就就是个模型顶点动画,建模软件里K好帧就好了,都不用引擎计算 发布于 2024-02-23 12:25:02

mengzhongde123:下载没速度。。 发布于 2024-02-23 12:25:02

日狗的疼讯:B站上有这个demo的视频*s://*.bilibili*/video/av996557/ 发布于 2024-02-23 12:25:02

adamdyj:曾经用gts250测试孤岛危机3,需要安装一个补丁才能运行dx11,实际效率很慢1-2帧 发布于 2024-02-23 12:25:02

shaderdog:这原理讲得很清楚了
If you are curious about the amount of threading that is going on - we left some debugging options active. pressing F1 will give you an overview. The most important button is 'm', that enables the multi-threading debugger.
Not all parts use multi-threading. for instance the greetings part does very little on the CPU.
The cloth part uses threading, but we forgot to set the markers, so all you see are the red bars - synchronization overhead at the end of each simulation step.
during the SPH blobs and balls, the yellow bars are the simulation and the green bars are marching cubes. marching cubes are way slower than simulation. some of the simulations could easily use more particles...
the mandelbulb in the labs is just marching cubes again, this time with pink bars. with debug on you can easily see how we switch to static meshes when the iso value stops changing :-)
the mandelbulb outside is completely different. an octtree filled with meshes generated from marching cubes. the yellow bars represent the MC. I generate volumes of iso values on the GPU. the pink bar is the read back to CPU. total pipeline stall, this is only dx9. I have DX11 version that runs smooth, but the rest of the demo does not work :-) the time during the stall is not wasted, i can use the other cores to compute the MC.
pressing 'f' reveals some more stats. the vertex count is obviously wrong, but the rest is ok. the "blobheap" holds several hundred megabytes of constantly replacing vertex data (16 bytes each). I had to write my own memory management because DirectX just broke apart.
so yes - this demo is mostly GPU bound - but only because it uses threading. 发布于 2024-02-23 12:25:02

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