How does tile-based rendering work?
To do this, the system sorts the triangles making up the geometry by location, allowing to quickly find which triangles overlap the tile boundaries. It then loads just those triangles into the rendering pipeline, performs the various rendering operations in the GPU, and sends the result to the frame buffer.
What is texture caching?
The texture cache is an essential component of modern GPUs and plays an important role in achieving real-time performance when generating realistic images. The texture cache is a read-only cache that stores image data that is used for putting images onto triangles, a process called texture mapping.
What are the issues with tile based texture mapping?
Tile-Based Texture Mapping Many graphics applications such as games and simulations frequently use large textures for walls, floors, or terrain. There are several issues with large textures. First, they can consume significant storage, in either disk space, system memory, or graphics memory.
Why is tile based rasterization used in Nvidia GPUs?
Using tiled regions and buffering the rasterizer data on-die reduces the memory bandwidth for rendering, improving performance and power-efficiency. Consistent with this hypothesis, our testing shows that Nvidia GPUs change the tile size to ensure that the pixel output from rasterization fits within a fixed size on-chip buffer or cache.
What are the issues with large texture files?
There are several issues with large textures. First, they can consume significant storage, in either disk space, system memory, or graphics memory. Second, they can consume significant bandwidth, during either initial texture loading or rendering. Third, most graphics cards impose an upper limit on individual texture sizes.
When to use Wang tiling for texture mapping?
When a set of Wang tiles is filled with texture patterns that are continuous across matching tile edges, a valid tiling from such a set can produce an arbitrarily large texture without pattern discontinuity. A sample Wang tiling is shown in Figure 12-2. We extend the Wang tiling approach to a GPU-friendly implementation.