http://www.slideshare.net/liquidboy...dias-maxwell-architecture-presented-by-nvidia
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1. Lin Nan - NVIDIA Developer Technical director of China and NVIDIA GPU develop a new generation of DirectX on Windows systems
2. NVIDIA Maxwell architectural goals DirectX12 support new hardware features of Maxwell's other new features of the new special effects technology outlook presentations Summary
3. On the existing 28-nm node with a new architecture to improve performance significantly improve the energy consumption ratio is designed to provide the best support for DirectX 12 is designed to focus on the new graphics features provide real-time global illumination in complex dynamic scenes ( GI) effects provide a higher quality of working set memory interface programmable anti-aliasing (AA) (working set) management scalable 2D graphics acceleration capabilities of the DirectX 12 hardware platform to provide the best target architecture NVIDIA Maxwell
4. NVIDIA Maxwell architecture target hardware features DirectX12 new conservative boundary rasterization (Conservative Rasterization) ordered raster view (Raster Ordered Views) splicing resources (Tiled Resources) Maxwell support other new features of the new special effects technology outlook presentations Summary
5. Direct3D 12 API latest high-performance graphics hardware closer to the bottom, more direct hardware access can run on Microsoft supports a variety of hardware platforms are supported by a variety of excellent development tools provide support for all major hardware vendors
6. DirectX 12 feature to enhance the efficiency of the new API CPU on multi-core CPU parallel rendering overhead each nucleus has been effectively reduced to optimize efficiency and increase the GPU by using the index of new features to improve the flexibility of the resource bundle data efficient management and delivery of higher more direct job scheduling model a variety of new hardware features NVIDIA booth offers demo
7. conventional rasterization if the pixel is not the center of the triangle cover, no output conservative rasterization border: output all pixels of the triangle touch Application examples: raytracing shadow of voxels (Voxelization) second generation support this feature Maxwell GPU GTX 960/970/980 / Titan X DX12 conservative rasterization border
8. no ROV: output pixel shader is disordered ROV can guarantee a specific order pixel shader output can be used to solve many problems: programmable mixing operations efficient, flexible and transparent picture sequence-independent (OIT) transparent deferred rendering algorithm: Any Package g-buffer data in the second-generation Maxwell GPU support this feature orderly output performance loss will bring depth complexity will affect the performance DX12 orderly raster view (ROVs)
9. stitching 2D & 3D maps and virtual memory array by sea way to store massive amounts of data and use resources DX12 DX11.2 provide 2D stitching adds 3D mosaic texture streaming application resources (texture streaming) / shear mapping (Clipmaps) adaptive shadow Mapping (adaptive shadow map) sparse multi-resolution rendering (Sparse multi-resolution rendering) sparse voxel grid (Sparse voxel grids) second-generation Maxwell GPU support this feature depends on the specific application performance DX12 stitching resources
Other new features target architecture
10. NVIDIA Maxwell Maxwell DirectX12 support new hardware features multi-directional projection (Multi-Projection) accelerate programmable anti-aliasing effects of new technology outlook presentations Summary
11. Maxwell Support: Fast geometry shader fast multi-viewport projection (viewport multi-casting) can accelerate the following effects: a voxel-based (voxelization) rendered to the cube texture (cube-map rendering) Cascaded shadow maps (cascaded shadow maps) more Resolution Rendering (multi-resolution rendering) second-generation Maxwell GPU support this feature to accelerate the projected multi-Maxwell
12. The new advanced multi-sampling feature pixel shader can specify the location of all the sub-pixel pixel shader can learn whether each sub-pixel depth tested by bringing a series of new anti-aliasing technology multi-frame sampling anti-aliasing (Multi-frame sampled AA) polymerization G-Buffer antialiasing (Aggregate G-Buffer AA) Cumulative antialiasing (Accumulative AA) Maxwell GPU second generation anti-aliasing support this feature higher quality, faster Maxwell programmable anti-aliasing
13. NVIDIA Maxwell architectural goals DirectX12 support new hardware features Maxwell Maxwell other new features supported by other new features raytracing shadows (Raytraced Shadows) sparse fluid simulation (Sparse fluid simulation) voxel-based global illumination (Voxel Based Global Illumination) Aggregate G-Buffer AA VR Direct speech outline
14. raytracing shadows using raytracing to generate fine shadow effect applied DX12 conservative rasterization to accelerate border
15. The traditional shadow mapping SM = 8K x 8K (256 MB)
16. raytracing shadows SM = 3K x 3K (36 MB) PM = 1K x 1K x 64 (256 MB)
17. Minimum hardware requirements: D3D feature level 11 Recommended: D3D feature level 12 (conservative boundary rasterization can significantly improve the speed) which games will use raytracing shadows: the shadow of the game requires a lot of clarity in the game may be classified as "high" or "very high" level of screen effect has been integrated into the Unreal 4 engine raytracing shadows - Hardware considerations
18. The fluid simulation often requires a lot of data previously restricted to splice 3D algorithms limited memory resource properties using DX12 containing only sparse fluid simulation and computational fluid storage grid to save memory space, reduce the computation time
19. sparse fluid simulation demo
20. The minimum and recommended hardware requirements: D3D feature level 12 due to a lack of resources stitching 3D, D3D Feature level 11 only a small range of fluid simulation game that uses sparse fluid simulation: large-scale, interactive smoke / flame / water effects In the game may be classified as "high" or "very high" level of picture effect sparse fluid simulation - Hardware considerations
21. voxel-based global illumination - VXGI use the laws of physics simulation of light propagation to provide the most realistic lighting effects in Maxwell with a substantial performance boost DX12 advantage of new features to accelerate a variety of hardware rasterizer border more conservative projection to accelerate Stitching Resources
22. forums.unrealengine.com, user "rabellogp" no indirect lighting
23. forums.unrealengine.com, user "rabellogp" lightmap (static)
24. forums.unrealengine.com, user "rabellogp" VXGI (dynamic)
25. Minimum hardware requirements: D3D feature level 11 Recommendation: high-end DX12 feature level hardware (can use a variety of new features to accelerate) applications exquisite dynamic lighting in the game in the game may be classified as "very high" level of picture effect has been integrated into the Unreal 4 engine VXGI - Hardware considerations
26. deferred rendering special deferred rendering is now mainstream rendering method compared with MSAA, better, uses less memory and 32x MSAA AGAA 2A quite effective use of a programmable anti-aliasing feature provides faster Maxwell: visible only deals subpixel better: Adapted from the pixel position by the effect of aggregation to enhance the G-Buffer antialiasing - AGAA
27. AGAA demo
28. The minimum and recommended hardware requirements: Maxwell GPUs (NVIDIA GTX 960/970/980 / Titan X) applied in the game: You can replace the MSAA, achieve better and faster antialiasing AGAA - Hardware considerations
29. VR technology from NVIDIA collectively, including software and hardware technologies used to improve rendering performance VR reduces the response delay accelerated volume rendering NVIDIA VR Direct
30. Avoid sports vertigo elements: picture frame rate> 90 / sec for head rotation screen response time <20 ms VR Direct: reduce latency Scott W. Vincent turned to the screen change ≤ 20 ms Franklin Heijnen
31. How to control the response time of 20 milliseconds required hardware and driver provided "Timewarp" GPU technology before each output image to the display, immediately conduct a picture adjustments for the current helmet VR Direct location:? Timewarp
32. Timewarp technology can be a delay of 20 milliseconds or less effective in approaching the frame rate of less than 60 for the game is also effective support Timewarp technology NVIDIA GPU:! Section 500 and 600 series GPU, all 700 and 900 series GPU will be the future of GPU have better support VR Direct: Timewarp
33. VR Direct: VR SLI API around the same set of rendering instructions
34. Send a rendering instruction, while drawing the eyes of the image frame rate to enhance performance is difficult to reduce latency dual SIM cards close to twice the number of single observation point is repeated independent work done, such as shadows cast hardware requirements NVIDIA Geforce 500 series and above VR Direct: VR SLI
35. Q & A