V. Real-time global illumination on the GPU

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关于专业显卡

关于专业显卡

目录:一、专业图形卡能作些什么?二、名词解释三、专业图形卡历史简介四、当今专业图形卡所需具备的特性五、参测产品介绍——NVIDIA QuadroFX 1400六、参测产品介绍——ATI FireGL V7100七、参测产品介绍——3Dlabs Wildcat Realizm 800八、测试结果与分析——SPEC Viewpref 8.01九、测试结果与分析——SPECapc for Maya 6十、测试结果与分析——SPECapc for 3ds max7十一、总结一、专业图形卡能作些什么?近年来图形卡产品有了爆炸式的增长,专业图形卡产品和娱乐图形卡产品的界限越来越模糊。

许多DIY er通过RivaTuner等工具轻易的修改Geforce为Quadro、修改Radeon为FireGL。

但是这样的修改并没有使得专业图形卡的价格有所下降,专业图形卡的价格依然几倍于娱乐图形卡。

即便是Quadro和Geforce有如此亲近的血缘关系,两者的价格依然是天渊之别。

有DIY er认为将Geforce通过各种软件修改为Quadro就能得到一张专业的图形卡,这张修改来的图形卡在OpenGL方面的表现的确有了明显的提升。

但这就是专用图形卡的全部吗?答案绝对是否定的。

要弄清楚专业图形卡和娱乐图形卡的区别,我们首先需要了解专业图形卡究竟能干些什么事情。

还有人认为如果拥有一片专业图形卡,那在运行3ds Max、Maya、Softimage XSI等DCC类软件时的速度将会大大提升、最终渲染时间也将极大缩短。

但是当他们花了几万元买来一片专业图形卡的时候,他们会发现这些软件的最终渲染时间并没有减少。

事实上现阶段专业图形卡最大的作用依然是加快DCC类软件的创作速度——无论是Quadro还是Wildcat,他们都着重于加速Maya、Softimage XSI等软件在建模、贴图、光照时候的视口工作区(Viewport)预览速度。

面对复杂的场景时,往往拖动一下鼠标、画一条直线都需要系统耗费大量时间来重新绘制预览工作区,这样整个创作过程就会变得极端低效。

NVIDIA

NVIDIA

DU-08661-001 _v9.0 through 9.4 Revision 02 | July 2020Virtual GPU Management Pack for VMware vRealize OperationsUser GuideVirtual GPU Management Pack for VMware vRealize Operations DU-08661-001 _v9.0 through 9.4 Revision 02 | 2Virtual GPU Management Pack for VMware vRealize Operations User GuideThe NVIDIA® Virtual GPU Management Pack for VMware vRealize Operations documentation has been moved. See All NVIDIA Virtual GPU Management Pack for VMware vRealize Operations Documentation to find documentation for the version of the Virtual GPU Management Pack for VMware vRealize Operations that you are using.NoticeThis document is provided for information purposes only and shall not be regarded as a warranty of a certain functionality, condition, or quality of a product. NVIDIA Corporation (“NVIDIA”) makes no representations or warranties, expressed or implied, as to the accuracy or completeness of the information contained in this document and assumes no responsibility for any errors contained herein. NVIDIA shall have no liability for the consequences or use of such information or for any infringement of patents or other rights of third parties that may result from its use. This document is not a commitment to develop, release, or deliver any Material (defined below), code, or functionality.NVIDIA reserves the right to make corrections, modifications, enhancements, improvements, and any other changes to this document, at any time without notice. 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Acer Aspire V15 Nitro VN7-572G-75N7产品介绍说明书

Acer Aspire V15 Nitro VN7-572G-75N7产品介绍说明书
Designed to deliver riveting gaming grade visuals, the V-Nitro features NVIDIA® 945M graphics providing stutter-free video streaming , smooth web surfing and bring stunning picture clarity to your games and movies.
4-speaker surround sound system, Acer TrueHarmony Plus and Dolby® Audio surround sound deliver rich audio that brings the big screen experience to wherever you are. The one-of-a-kind speaker design limits audio distortion, delivers a wide range of bass, and boosts volume so that it fills the room ensuring movies come to life, songs have more depth, and games are even more engaging.
Acer® Aspire V15 Nitro VN7-572G-75N7
Design to Rev up your Life
Acer® recommends Windows
Selling Points
1 Astonishing Design The new Acer Aspire V Nitro Series features a neat-cut corner design on the hinge that adds a sharp visual effect, and creates a nice contrast to the rest of the profile. Industry leading soft touch NIL (Nanoimprint Lithography) technology on its cover, creates a unique look that you can truly feel.

阿尔法冷 Eisbaer Pro Aurora 280 CPU 说明书

阿尔法冷 Eisbaer Pro Aurora 280 CPU 说明书

Alphacool Eisbaer Pro Aurora 280 CPUAlphacool article number: 11773The Alphacool Eisbaer Pro Aurora offers a much higher cooling surface than the normal Eisbaer Aurora. It was developed spe-cifically for extremely large CPU DIEs and covers processors such as the AMD Threadripper but also the AMD Ryzen CPUs com-pletely. The Eisbaer Pro is also designed for the Intel Sockets 3647 and 4189 to ensure the best possible cooling performance of the entire CPU.• Full copper radiator, Nickel-plated copper cooler• Virtually silent DC-LT2 pump• Hose length 40 cm• Digital RGB illuminated cooler and 140 mm fanCompatibility list1 x Mounting set for AMD TR4 / sTRX4 / SP31 x Mounting set for AMD AM41 x Mounting set for Intel 2011 / 2011-3 / 20661 x Mounting set for Intel 3647 Narrow & Square1 x Mounting set for Intel LGA 41891 x Mounting set for Intel LGA 17008 x M3x5 case mounting screws8 x M3x30 fan screws2 x 140 mm Aurora Rise fans 1 x Y -Adaptor 4-Pin PWM 1 x Digital RGB Controller 1 x 3-Pin JST to 3-Pin 5V adaptor 1 x Thermal compound 1 x Screw plug Tool 1 x Allen keyData Quick fastenersThe Alphacool Eisbaer Pro Aurora CPU AIO water cooler is a special development for processors with particularly large CPU dies. These include the AMD Threadripper and Epyc processors and the Intel CPUs for the LGA 3647 and LGA 4189 socket. With the optional XPX Pro AM4 mounting bracket, the Alphacool Eisbaer Pro CPU cooler can also be used on AMD Ryzen processors. Large cooling surfaceThe cold plate bottom covers the entire surface of the respective processors. The area of the cooling fins exceeds all known processor cores with an area of around 55 x 42 mm. This ensures that all hotspots of a CPU are directly covered and thus opti-mally cooled. With the additionally available AM4 bracket, cooling an AMD Ryzen processor is also child's play. The cooling fins are 0.4 mm thick and also have an optimal distance of 0.4 mm between them. In total there are 58 cooling fins on the bottom of the cooler. The bottom of the cooler is only 3 mm thick, which allows the heat to reach the water and be dissipated as quick-ly as possible.Copper radiatorAs per usual with Alphacool, the radiators are made of copper. Alphacool is the first manufacturer worldwide to use copper for all water bearing components such as the antechambers, the cooling fins and the cooling channels to which the fins are sol-dered. The connection threads are made of brass for strength reasons. In addition, the cooling fins are only lightly painted. On closer inspection the copper shimmers through a little. A thick lacquer coating would result in a reduction of the cooling capaci-ty. The fin density is at optimal 15FPI. Therefore the radiator works perfectly even at low airflow. A too high fin density would require fans with higher speed to achieve the same cooling capacity. A lower fin density would no longer benefit from fast ro-tating fans. So the golden mean was chosen.Real water coolingThe Eisbaer Pro Aurora consists almost entirely of actual water cooling components. The extremely robust and durable TPV hoses are used in the enterprise products for servers and workstations. The hose connections also come from the Enterprise series from Alphacool and use the standard G1/4". This makes the Eisbaer Pro Aurora fully compatible with all common water cooling products. The quick-release fastener allows easy expansion of the AIO with additional components. The most im-portant of these are the prefilled radiators and the Eiswolf GPU AIO water cooling system.Fan and lightingThe entire Eisbaer Aurora Pro cooler is equipped with addressable digital RGB LEDs. This gives a real eye-catcher in the Case. The fan used is the Aurora Rise with 140mm. Due to the special blade design, the fan is extremely quiet and the addressable RGB LEDs provide brilliant illumination. The Alphacool Aurora Rise fan convinces with a max. statistical pressure of 2.20 mm/ H2O and offers a max. air flow of 154.1 m3/h. The PWM control allows the fan to be controlled over a wide speed range. In ad-dition, it offers a zero control. It can therefore be regulated down to 0 rpm and then starts with approx. 350 rpm. Of course all Digital RGB LEDs can be controlled at will. Depending on the controller almost all effects are possible.How to connect everythingThe fans are normally controlled via a 4-pin PWM connector. An included Y-adapter for the fans makes it easy to connect them to the mainboard. This allows all fans to be controlled and regulated via one connector. Each fan has a 3-pin JST connector in-cluding Y-adapter for the LED illumination. This allows the fans to be connected directly together and can also be controlled simultaneously via a controller. For the connection to a typical 3-pin 5V connector a corresponding adapter is included. Alter-natively, the included Digital RGB controller can be used. The pump of the Eisbaer Aurora uses a 3-pin Molex connector. This can also be connected to the mainboard.The Eisbaer Pro Aurora is a true multi-talent. Expandable, fully compatible with DIY water cooling components and it is the optimal solution for the most powerful processors on the market.。

A320飞机常见词汇

A320飞机常见词汇

A Amber 琥珀色A/BRK Autobrake 自动刹车A/C Aircraft 飞机A/COLL A/DA/ICEA/SA/SKID A/THR AAP ABNORMAnti-CollisionAnalog/DigitalAnti-ice,Anti-icingAirspeedAnti-SkidAutothrustAdditional Attendant PanelAbnormal防撞模拟/数字防冰空速防滞自动推力附加乘务员面板特别,非正常ABRN Airborne 在空中,离陆ABS Autobrake System 自动刹车系统ABSORB Absorber 减震器,缓冲器ABVACACARS SystemACC ACCEL ACCU ACP ACP Above 在...以上,高于Alternating Current 沟通电Aircraft Communication Addressing and Reporting 飞机通讯寻址和报告系统Active Clearance Control 主动间隙掌握Acceleration/Accelerate 加速度/加速Accumulator 储压器Area Call Panel 区域呼叫面板Audio Control Panel 音频掌握面板ACT Active 主动的,动态的ACTR Actuator 作动器ACTVT Activate 引发,动作ADC Air Data Computer 大气数据计算机ADD Addition,Additional 加装,附加的ADF Automatic Direction Finder 自动定向仪ADIRS Air Data/Inertial Reference System 大气数据/惯性基准系统ADIRU Air Date/Inertial Reference Unit 大气数据/惯性基准组件ADM Air Data Module 大气数据组件ADPTR Adapter 转接器ADR Air Data Reference 大气数据基准ADS Air Data System 大气数据系统ADV Advisory 询问AEVC Avionics Equipment Ventilation Computer 电子设备通风计算机AFS Automatic Flight System 自动飞行系统AGB Accessory Gearbox 附件齿轮箱AGL Above Ground Level 距地面的高度AIDS Aircraft Integrated Data System 飞机综合数据系统AIL Aileron 副翼AIP Attendant Indication Panel 乘务员指示面板ALIGN Alignment 对正,校准ALT Altitude 高度ALTM AltimeterALTN Alternate,Alternative选择的AMB Ambient邻的AMU Audio Management Unit ANNCMT Announcement ANT AntennaAOA Angle-Of-Attack 高度表交替的,备用的,大气,四周的,相音频治理组件通知,声明天线迎角AOG Aircraft Operating Ground 飞机停场AP Autopilot 自动驾驶AP/FD Autopilot/flight Director 自动驾驶/飞行指引仪APPR ApproachAPU Auxiliary Power UnitAR As RequiredARINC Aeronautical Radio Incorporated 无线电公司ARPT AirportASI Airspeed IndicatorAT Autothrust进近关心动力装置按需艾瑞克,航空机场空速表自动推力ATA Air Transport Association of America 美国空运协会ATC Air Traffic Control 空中交通管制ATIMS Air Traffic and Information management System 空中交通和信息治理系统ATSU Air Traffic Service Unit 空中交通效劳组件ATT Attitude 姿势ATTND Attendant 乘务员AUTO Automatic 自动的AUTOLAND Automatic Landing 自动着陆AUX Auxiliary 关心的AVAIL Available 可用的AVNCS Avionics 电子设备,电子技术员AWL Aircraft Wiring list 飞机线路清单AWM 手册AXB BARO BAT BCL BGM BITEAircraft Wiring ManualLongitudinal AccelerationBlueBarometricBattery(Electrical)Battery Charge LimiterBoarding MusicBuilt-in Test Equipment飞机线路图纵向加速度蓝色的气压的电瓶〔电源〕电瓶充电限制器登机音乐内置自测设备BL Bleed 放气,引气BLOW Blower 鼓风机BLST Ballast 配重,镇流器BMCBNR BRTBSCU 件BTL 等〕BTMU 件BUSBleed Monitoring Computer 引气监控计算机Binary 二进制Bright,Brightness 光明,亮度Braking/Steering Control Unit 刹车/转弯掌握组Bottle 瓶子〔灭火瓶,气瓶Brake Temperature Monitoring Unit 刹车温度监控组Busbar 汇流条导电条BYP Bypass 旁通C Celsius,Centigrade 摄氏CCC/B C/L CAB CAM CAPT CAUT CDLCloseCyanCircuit BreakerCheck ListCabinCabin Assignment ModuleCaptainCautionConfiguration Deviation List关闭,闭合深蓝色电路跳开关检查单客舱客舱安排组件机长戒备,留意外形缺损清单CDU Control and Display Unit 掌握显示组件CFDIU Centralized Fault Display Interface Unit 集中故障显示接口组件CG Center of Gravity CHMBR Chamber CHRO Chronometer CKPT CockpitCKT CircuitCLB ClimbCLK ClockCLNG Ceiling 重心腔,室计时钟驾驶舱电路爬升时钟顶板,升限CLOG Clogging 堵塞CMM Component Maintenance Manual 部件修理手册C-MOS Complementary Metal Oxyde Semiconductor 互补氧化金属半导体CMPTR Computer 计算机CNTOR Contactor 接触器COAX Coaxial 同轴的COC Customer Originated Change 客户发起更改COM Communication 通讯COMP Compass 罗盘COMPT Compartment 舱CONFIG Configuration 构形,形态,布局COWL Cowling 整流罩,包皮CPC掌握器CPLG 轴器CPLR CPRSRCPU件CRG CRZCabin Pressure ControllerCouplingCouplerCompressorCentral Processing UnitCargoCruise客舱压力连接器,连耦合器压气机中心处理组货物巡航CSD Constant Speed Drive 恒速传动装置CSL Console 操纵台CSM/G Constant Speed Motor/Generator 发电机CSTR ConstraintCSU Command Sensor Unit件CTK Center TankCTL Central心的CTL ControlCTR Center恒速马达/强制指令感应组中心油箱中心的,中掌握,管制中心CUR Current 电流CVR Cockpit Voice Recorder 驾驶舱舱音记录器CW Clockwise 顺时针,顺时针方向CY Cycle 循环CYL Cylinder 缸筒DAR Digital AIDS Recorder 数字式飞机综合数据记录器DCDR Decoder 译码器DDRMI Digital Distance and Radio Magnetic Indicator 数字式距离和无线电磁指示器DECEL Decelerate 减速DEL Delete 取消,删除DEU Decoder/Encoder Unit 译码/编码组件DFDR Digital Flight Date Recorder记录器DFDRS Digital Flight Date Recorder System 记录系统DH Decision HeightDISC Disconnect,Disconnected的DISCH Discharge,Discharged的DITCH Ditching数字飞行数字飞行决断高度断开,断开排出,排出水上迫降DLRB Date Loading Routing Box 数据装载器发送盒DLS Date Loading Selector 数据装载器选择器DMC Display Management Computer 显示治理计算机DPI Differential Pressure Indicator 压差指示器DSPL Display 显示ECAM Electronic Centralized Aircraft Monitoring 飞机电子中心监控ECON Economy 经济ECP Ecam Control Panel ECAM 掌握面板EFCC Electronic Flight Control Computer 电子飞行掌握计算机EFCS Electrical Flight Control System 电器飞行掌握系统EFF Effective,Effectivity效性EFIS Electronic Flight Instrument System 仪表系统EGIU Electrical Generation Interface Unit 口组件EGT Exhaust Gas Temperature度EIS Electronic Instrument System统EIU Engine Interface Unit 有效的,有电子飞行发电接排气温电子仪表系发动机接口组件ELEC Electric,Electrical,Electricity 电气的,电气的,电学ELEK Electronic 电子的ELEV Elevation,Elevator 标高,升降舵ENCDR Encoder 编码器ENG Engine 发动机EPR Engine Pressure Ratio 发动机压力比EPROM Erasable Programmable Read Only Memory 可去除程序可控只读存储器EPSU Emergency Power Supply Unit 应急电源供电组件ESP Electrical Standard Practices 电气施工标准ESS Essential 重要ET Elapsed Time 已用时间ETOPS Extended Range Twin Engined Aircraft Operations 双发飞机延程运行EVAC Evacuation 撤离EVMU Engine Vibration Monitoring Unit 发动机监控组件EWD Engine/Warning Display 发动机/警告显示EXH Exhaust 排气EXT Exterior,External 外部,外部的F/O Flight Officer 副驾驶FAC Flight Augmentation Computer 飞行增温计算机FADEC Full Authority Digital Engine Control 字式发动机掌握FAIL Failed,Failure效FANS Future Air Navigation System中导航系统FAP Forward Attendant Panel面板FAS Flight Augmentation System统全权限数失效的,失一代空前乘务员飞行增稳系FAV Fan Air Valve 风扇空气活门FCDC Flight Control Date Concentrator 飞行操纵数据集中器FCOM Flight Crew Operating manual组操作手册FCU Fuel Control Unit掌握组件FCU Flight Control Unit组件FD Flight Director指引仪FDBK FeedbackFDIMU Flight Data Interface and Management Unit 口治理组件飞行机燃油飞行掌握飞行反响飞行数据接FDIU Flight Data Interface Unit 飞行数据接口组件FDU Fire Detection Unit 火警探测系统FE Flight Envelope线FF Fuel FlowFH Flight HoursFIDS Fault Isolation and Detection System 与探测系统FIN Functional Item Number号FL Flight Level度层飞行包燃油流量飞行小时故障隔离功能飞行高FLEX Flexible 敏捷的,软的FLSCU Fuel Level Sensing Control Unit 燃油平面感应掌握组件FLXTO Flexible Take-Off 敏捷起飞FM Flight Manual 飞行手册FMA Flight Mode Annunciator 飞行方式信号器FMGC Flight Management and Guidance Computer 飞行治理和制导计算机FMGS Flight Management and Guidance System 飞行治理和制导系统FOB Fuel On Board 机载燃油FOC Fuel/Oil Cooler 燃油/滑油冷却器FOD Foreign Object Damage损伤FPA Flight Path Angle角F-PLN Flight Plan划FPPU Feedback Position Pick-off Unit传感组件FQ Fuel QuantityFQIC Fuel Quantity Indication Computer 指示计算机外来物飞行轨迹飞行计位置反响燃油量燃油量FRV Fuel Return Valve 燃油回油活门FUSLG Fuselage 机身FWC Flight Warning Computer 告计算机FWD ForwardG GreenG/S Glide SlopeG/S Glide SlopeGA Go-AroundGCU Generator Control Unit掌握组件GMT Greenwich Mean Time飞行警前,向前绿色的下滑道下滑道复飞发电机格林尼治标准时间GND Ground 地面GPCU Ground Power Control Unit 地面电源掌握组件GPS Global Positioning System系统GPSSU Global Positioning System Sensor Unit 统感应组件GPU Ground Power UnitGPWC Ground Proximity Warning Computer 算机GRVTY GravityGS Ground Speed全球定位全球定位系地面电源组件近地警告计重力地速HTR GW Gross Weight 全重HCU Hydraulic Control Unit 液压掌握组件HDG Heading航向HDST Headset 耳机 HDWHL Handwheel 手轮 HF High Frequency高频 HSI Horizontal Situation Indicator 水平姿势指示器HLD Hold 保持,〔空中〕 等待HMUHydromechanicalUnit 液压机械组件HPVHP Bleed Valve高压引气活门HS High SpeedHeater HYD Hydraulic压I/OInput/OutputIASIndicated Airspeed高速加热器 液压的,液输入/输出指示空速INDG INRTL ICY Interchangeability 互换性 IDG Integrated Drive Generator综合驱动发电机IGNIgnition点火IFE In-Flight Entertainment 空中娱乐IGVInlet Guide Vane向叶片Illumination亮INBDInboard内的IND Indicator Indicating Inertial Installation Integral合的INTERCOMIntercommunication系,双向通信Interface Internal进口导照明,点内侧的,机指示器指示 惯性的安装 整体的,综相互关接口内部的ILLUMINTFC INSTL INTEG INTLINTMT Intermittent 断续的,脉动的INV Inverter 变流机IP Intermediate Pressure 中压IPC Illustrated Parts Catalog 图解零件名目IRS Inertial ReferenceISIS Integrated Standby Instrument System 仪表系统ISO International Standardization Organisation 准化组织JAM Jammed,Jamming阻,干扰JAR Joint Aviation Requirements条例L LeftL/G Landing GearLAT LatitudeLAV LavatoryLCD Liquid Crystal Display示LDG Landing 惯性基准综合备份国际标卡阻的,卡联合航空左起落架维度厕所液晶显着陆LE Leading Edge 前缘LH Left Hand 左侧,左手LOC Localizer 着陆航向信标LONG Longitude 纵向,经度LOP Low Oil Pressure 低滑油压力LPC Low Pressure Compressor低压压气机LPT Low Pressure Turbine 低压涡轮LPTACC Low Pressure Turbine Active Clearance Control 低压涡轮主动间隙掌握LPTC Low Pressure Turbine Clearance 低压涡轮间隙LPTR Low Pressure Turbine Rotor 低压涡轮转子LRU Line Replaceable Unit 航线可更换组件MAG Magnetic 磁场的,磁力的MAN Manual 手册,人工MAX Maximum 最大MCT Maximum Continuous Thrust 最大连续推力MDDU Multipurpose Disk Drive Unit 磁盘驱动组件MFR Manufacturer造商MI Magnetic Indicator指示器MIC Microphone风MIN Minimum最少MISC MiscellaneousMKR Maker〔radio〕Beacon点标MLG Main Landing GearMPD Maintenance Planning Document 划文件MSG Message多功能制磁麦克最小,最低,其它〔无线电〕指主起落架修理计信息N North 北,北方N/A Not Applicable 不适用N/W Nose Wheel 前轮N/WS Nose Wheel Steering 前轮转弯N1 Low Pressure Rotor Speed 子转速N2 High Pressure Rotor Speed 子转速NAC Nacelle舱,进气道NAV NavigationNBPT No Break Power Transfer 供电转换ND Navigation Display示NDB Non-Directional Beacon信标NDT Non-Destructive Test损探伤NEG Negative负值,否认的低压转高压转短舱,吊导航不连续导航显无方向无负极,NHA Next Higher Assembly 下一级组件NLG Nose Landing Gear 前起落架No Number 数,号NS No Smoking 制止吸烟NUM Numerical 用数字表示的NVM Non-Volatile Memory存储器OpenOAT Outside Air Temperature大气温度OBRM On Board Replaceable Module非易失翻开外界机上可更换模块OC Open Circuit 开路OGV Outlet Guide Vane 出口导向叶片OPP Opposite 相反的,相对的OPS Operation 工作,运行,使用OOVPRESSOPT Optimum 最正确的 OPT装的Optional可选的,选OPV Overpressure Valve 过压活门,超压活门 OutboardOUTR Outer侧OVBDOverboard向外OVFLOverflowOVHT Overheat热 Overpressure外侧外部,外机外,溢流过过压,超压OVRD Override 超控OXY Oxygen 氧 气PA Passenger Address 旅客播送PARAMParameter参OUTBD数PARK Parking 停留PAX Passenger旅客PBE Protective Breathing Equipment 呼吸保护设备 PCPack Controller掌握器PCUPower Control Unit动力掌握组件 PED Pedestal台 PerformancePESPassenger Entertainment 〔System 〕消遣〔系统〕 ProbePFD Primary Flight Display显示器组件电源掌握组件/操纵性能旅客探头主飞行PHC头加温计算机 Probe Heat Computer探PLCRD Placard布告,标牌PERFPFB件PNEU Pneumatic 气源的,气动的 PNLPanelPOSPositionPPU Position Pickoff Unit感组件PRAM Prerecorded Announcement and Music知和音乐Precooler冷器ProximityPRV Pressure Regulating Value节活门PTTPush-to-TalkPWRPowerPYLPylonQNHSea Level Atmospheric Pressure大气压力QTYQuantity面板位置位置传录用的通预邻近压力调按下送话动力,电源吊架海平面数量PRECOOL PROX PMP Pump 泵PN 号 Part NumberR Right 右侧RA Radio Altimeter,Radio Altitude 无线电高度表,无线电高度RAC Rotor Active Clearance 转子主动间隙RACC Rotor Active Clearance Control 主动间隙掌握RAD Radio电RAT Ram Air Turbine气涡轮RCDR RecorderRCVR ReceiverREF Reference基准RES ResistanceREV Revise,Revision修订RF Radio Frequency频率RH Right HandRLY Relay转子无线冲压空记录器接收机参考,电阻修改,无线电右侧继电器RMI Radio Magnetic Indicator 无线电磁指示器RMP Radio Management Panel 无线电治理面板Repellent 排雨剂RPM Revolution Per Minute钟转数RUD Rudder舵RVR Runway Visual Range〔能见度〕距离RWY Runway道S South南方Safety全SAT Static Air Temperature静压温度SB Service BulletinSDAC System Data Acquisition Concentrator 统数据集获器每分方向跑道视程跑南,安大气效劳通告系RPLNT SAFSDCU Smoke Detection Control Unit 烟雾探测掌握组件SEB Seat Electronic Box 座椅电子盒SN Serial Number 序号SKT Socket 套筒SLD Slide,Sliding 滑动SLT Slat 缝翼SM Standards Manual 标准手册SMK Smoke 烟SN Serial Number 序号SOL Solenoid 电磁线圈SOV Shut-Off Valve 关断活门SPD Speed 速度SPKR Speaker 喇叭SPLR Spoiler 扰流板SPLY Supply 供给STA Station 站位STAB Stabilizer 水平安定面STAT Static 静止的STBY Standby 备用STD Standard 标准STRG Steering 转向,转弯STS Status 状态STWG Stowage 贮存SURF Surface 外表SVCE Service 服务,勤务SVO Servo 伺服SW Switch 开关SWTG 交换SYS SwitchingSystem转换,系统T Trim 配平T/R Thrust Reverser 反推TAT Total Air Temperature 全温TCAS Traffic Alert and Collision Avoidance System 空中交通警告和防撞系统TCC Turbine Clearance Control 涡轮间隙掌握Trailing Edge 后缘TEMP Temperature 温度THROT Throttle 油门TK Tank 油箱TLA Throttle Lever Angle油门杆角度TO Takeoff 起飞TOGA起飞/复飞Takeoff/Go Around TOGW Takeoff Gross Weight起飞全重TOIL Toilet TOT Total 厕所总计TETOW Takeoff Weight 起飞总重TPIC Tire Pressure Indicating Computer 轮胎压力指示计算机TR Transformer Rectifier 变压整流器Torque 扭矩TRQETSM Trouble Shooting Manual 排故手册V1 Decision Speed 决断速度V2 Takeoff Safety Speed 起飞安全速度VACU Vacuum 真空VBV Variable Bleed Valve可变放气活门VEL Velocity 速度,速率VENT Ventilation 通风VERT Vertical 垂直的VHF Very High Frequency 甚高频VIB Vibration 振动VLV Valve 活门VOR VHF Omnidirectional Range 甚高频全向信标VSC Vacuum System Controller 空系统掌握器VSV Variable Stator Vane静子叶片WPT Waypoint点WT WeightWTB刹车Wing tip BrakeWXR Weather Radar象雷达X TransX BLEED Crossbleed引气X FEED Crossfeed油X VALVE Cross Valve真可变航路重量翼尖气转换交输交输供交输活门。

游戏引擎中三大及时光照渲染方法介绍(以unity3d为例)

游戏引擎中三大及时光照渲染方法介绍(以unity3d为例)

重要:在目前市面上常见的游戏引擎中,主要采用以下三种灯光实现方式:顶点照明渲染路径细节 Vertex Lit Rendering Path Details正向渲染路径细节 Forward Rendering Path Details延迟光照渲染路径的细节 Deferred Lighting Rendering Path Details以unity3d为例,以下将详细讲解三种灯光渲染方式的实现、原理及缺陷。

顶点照明渲染路径细节Vertex Lit Rendering Path DetailsVertex Lit path generally renders each object in one pass, with lighting from all lights calculated at object vertices.顶点照明渲染路径通常在一个通道中渲染物体,所有光源的照明都是在物体的顶点上进行计算的。

It's the fastest rendering path and has widest hardware support (however, keep in mind: it does not work on consoles).顶点照明渲染路径是最快的渲染路径并且有最广泛的硬件支持(然而,请记住:它无法工作在游戏机上)。

Since all lighting is calculated at vertex level, this rendering path does not support most of per-pixel effects: shadows, normal mapping, light cookies, highly detailed specular highlights are not supported.由于所有的光照都是在顶点层级上计算的,此渲染路径不支持大部分的逐像素渲染效果:如,阴影、法线贴图、灯光遮罩、高精度的高光。

Real-Time Tone Mapping for High-Resolution HDR Images

Real-Time Tone Mapping for High-Resolution HDR ImagesHanli ZhaoState Key Lab of CAD&CG Zhejiang University,P.R.China hanlizhao@Xiaogang JinState Key Lab of CAD&CG Zhejiang University,P.R.China jin@Jianbing ShenDepartment of Computer and Information Science Indiana University-Purdue University Indianapolis,USAshenjian@AbstractHigh dynamic range rendering attempts to take an HDR image and produce a more realistic representation on a lim-ited range computer monitor.Although several tone map-ping operators have been proposed in recent years,no eval-uation has yet been undertaken to explore which operator is more suitable for hardware implementation.In this paper, we begin with our novel GPU implementations of two state-of-the-art operators in real time.Then several experimental results using eight GPU-based tone mapping operators are presented to evaluate which one is better with regard to run-ning efficiency.Our GPU implementation of the Pattanaik operator can achieve real-time performance even on high-resolution HDR images.In addition,we believe that many real-time applications,including HDR video player and en-vironment mapping with HDR textures in games,will benefit from our novel approach.1IntroductionIn the real world,it is well-known that our visual system contains a wide range of color and luminance information. Thus high dynamic range(HDR)images are represented by more than8bits per channel.There is tremendous progress in imaging technology[8,28,37,26]such that the capture and storage of this high dynamic range is now possible.In contrast,the dynamic range of current display devices is limited.Although recent researches in display technology have suggested that HDR displays are on the horizon[16], the dynamic range of printers will remain low.In recent years,a great number of tone mapping opera-tors(TMOs)have been developed to display HDR data on low dynamic range(LDR)display devices.The TMOs can be performed as a post-processing stage to any game en-gine,real-time rendering system,or digital video player. However,most of these TMOs are computationally ex-pensive and thus not applicable to real-time applications. Fortunately,programmable graphics hardware is getting more and more powerful for general purpose computing (GPGPU)[15,3],enabling streaming computation for many CPU-restricted algorithms.More recently,some TMOs have been implemented on GPU with good reproduction quality[14,33,35],while these approaches are still hard to achieve real-time performance for high-resolution images.Tone mapping algorithms can be classified into two broad categories:global and local operators.For local oper-ators a specific mapping tactic is used for each pixel,based on its spatial localized content.For instance,Pattanaik and Yee[29]extended the TMO in[30]with a detail preserving local gain control kernel.Global operators reduce contrasts based on globally derived quantities,which may include the minimum and maximum luminance or the average lu-minance.Drago et al.[11]proposed a fast,high quality global operator based on logarithmic compression of lumi-nance values,imitating the human response to light.By taking advantage of the programmability of modern graph-ics hardware,we implement both state-of-the-art TMOs in real time.In particularly,the GPU-based Pattanaik TMO can achieve high frame rate even for high-resolution HDR images.This paper makes the following three contributions:•Novel GPU implementations of two state-of-the-art TMOs with real-time performance is presented.•Experimental evaluation is undertaken to explore which TMO is faster for hardware implementation.•Many real-time applications,including HDR videoInternational Conference on Cyberworlds 2008player and environment mapping with HDR textures, will benefit from our novel approach.The rest of the paper is organized as follows.Section 2gives an overview of some related work.Section3de-scribes our approach in detail,whereas some real-time HDR applications are presented in Section4.Finally,Section5 concludes the paper.2Related Work2.1Real-Time TMOsTumblin and Rushmeier[36]first proposed the idea of tone mapping based on human perception and their method preserves the overall impression of perceived brightness. We refer readers to[9]for a full overview of tone mapping. In this section we will concentrate on reviewing the work that attempts to develop a real-time TMO.Several researchers have proposed acceleration meth-ods in order to improve the computational performance of TMOs[12,34,6,1].Some methods currently do achieve interactive rates,while quality is reduced when compared with the output obtained using the original TMO.Goodnight et al.[14]presented a hardware implemen-tation of the Reinhard et al.operator[32]and proposed a fast algorithm for the photographic zone computation to overcome the limitations of current graphics hardware. Krawczyk et al.[18]combined the reproduction of percep-tual effects within real-time tone mapping,whereas Colbert et al.[7]developed an interactive HDR painting system. Roch et al.[33]presented a hardware implementation of the Ashikhmin operator[2]and proposed an efficient ap-proximation to the Gaussian pyramid.Scheuermann and Hensley[35]accelerated Ward’s histogram adjustment tone mapping operator[22]in real time by computing image his-tograms on GPU.The time performance,however,is still not satisfiable when an HDR image with multi-mega pixels is taken as input.2.2Evaluation of TMOsThe history of evaluation of TMOs is short.Drago et al.[10]ran preference and naturalness evaluation experi-ments to measure the dissimilarity of tone-mapped images using different TMOs for various scenes.Yoshida et al.[38] asked observers to rate basic image attributes as well as the naturalness of the images.Ledda et al.[23]presented re-sults of a psychophysical investigation to validate that an HDR display is capable of contrast ratios similar to what is presented in the physical world.Ledda et al.[24]validated six TMOs against linearly mapped HDR scenes on a HDR display by presenting results of a series ofpsychophysicalFigure 1.Various tone mapping effects ofHDR image Cathedral(from left to right andfrom top to bottom):input image,simplelogarithmic operator,Reinhard local opera-tor,Reinhard global operator,Ashikhmin lo-cal operator,Ashikhmin global operator,Du-rand operator,Drago operator,and Pattanaikoperator.Note that many details are lostwhen the HDR image is displayed directly. experiments.ˇCad´ık et al.[4]presented the evaluation of14 TMOs with regard to image quality attributes.Many other experiments have been presented to evaluate HDR image rendering algorithms[17,20,19,21].These experiments,however,do not take computation time into account.Reinchard et al.[31]showed a com-prehensive results in terms of visual quality as well as com-putation time on CPU.In this paper,we present several ex-perimental results tofind out which is better for hardware implementation with regard to frame rates,supplementing existing evaluation methodologies.As a result,many real-time applications related to HDR imaging will benefit from this paper.3Our ApproachIn this section,we introduce our novel GPU implemen-tations of the Pattanaik operator and the Drago operator in detail.With our acceleration technique,both state-of-the-art operators are able to achieve real-time performance; 3.1Real-Time Pattanaik OperatorSimple scaling tofit the high dynamic range image data to the range of the available displays results in loss of image detail(local contrast)in bright areas and in dark areas.The detail in darker area become indistinguishable from black and detail in brighter areas become indistinguishable from ing a local adaptation algorithm the Pattanaik Op-erator compresses high intensity changes while preserving intensity changes due to the change in surface reflectance with minimal compression.The TMO detects the presence of high contrast edges and remove the influence of inten-sities present across the high contrast edge from the gain control.Chen et al.[5]proposed a real-time detail-preserving lo-cal tone mapping algorithm[13]for high-resolution HDR images with the GPU-based bilateral grid.Their method takes much time to construct the bilateral grid using a GPU scatter operation[15].In contrast,the Pattanaik operator preserves detail with a very simple technique.Since the ker-nel size with7pixels is quite enough,we directly transfer the local gain control to GPU implementation.The pseudo-code of the local kernel of the Pattanaik operator is available in table1.Note that the gain control algorithm can be par-allelized without any change.We refer readers to[30]for implementation detail.The presented code is highly par-allel,enabling efficient implementation on current graphics hardware.3.2Real-Time Drago OperatorUnlike the Pattanaik operator,the Drago operator per-forms a global tone mapping technique based on logarith-mic compression of luminance values,imitating the human response to light.A bias power function is introduced to adaptively vary logarithmic bases,resulting in good preser-vation of details and contrast.The CPU-based algorithm can work at interactive speed on low-resolution images.By taking advantage of the parallelism of graphics hardware, we further improve its efficiency.Our GPU-based method generates equal quality as the original algorithm but can achieve real-time performance.One major time consuming component is the calcula-tions of global statistic quantities(maximum and log aver-age).Goodnight et al.[14]calculated the log average lumi-nance with a costly reduction technique on GPU.Theyper-Table1.Pseudo-code of the local kernel ofthe Pattanaikoperator.Table2.Pseudo-code of the Drago operator. formed repeated downsamplings,averaging four neighbor-ing values down to one in each pass.However,their method requires approximately log2n passes,where n is the maxi-mum of the width or height of the input image.Colbert et al.[7]calculated these values on CPU to improve the com-putation efficiency.However,their method need read back texture data from video memory.Modern graphics hard-ware natively supports the alpha blending offloating-point data[3].The statistic quantities can be calculated by per-forming a scatter operation using vertex shader[25]into a render target with one-pixel size.For the average operation, wefirst clear the render target as a zero,then accumulate the render target color by setting the blend operation as ADD, the average value isfinally calculated by sampling the value from the texture and dividing it by the pixel number.Simi-larly,for the maximum(minimum)operation,wefirst clear the render target as a negative(positive)infinity,then themaximum(minimum)value is computed in a single pass by setting the blend operation as MAX(MIN).As GPU sup-ports different blending operations for color channels and alpha channel,we can pack the calculations of two quanti-ties in a single pass.Such approach,however,is still not fast enough on current graphics hardware.We have imple-mented both algorithms andfind that the CPU method runs faster than the GPU method on our PC.We believe that the GPU method to calculate the global quantities will outper-form the CPU method with the development of parallelism of GPUs in near future.First of all,luminance is computed from an input RGB image on GPU and the maximum is obtained on CPU.Af-ter logging the luminance on GPU,the log average is calcu-lated on CPU again.Then the GPU-based Drago operator performs the tone reproduction technique on the luminance image and the pseudo-code is presented in stly, the gamma correction is applied to the compressed color.4Experimental EvaluationWe have benchmarked eight GPU-based TMOs on a PC with a2.40GHz Intel Core2Duo6320CPU,2GB main memory,an NVIDIA Geforce8800GTS GPU,384MB graphics memory,and Windows Vista operating system.To our knowledge,no test has been undertaken for evaluating the efficiency of so many GPU-based TMOs.4.1Eight GPU-based TMOsIn addition to the Pattanaik Operator and the Drago Operator with GPU implementations which have been in-troduced,the rest six GPU-based TMOs are presented as follows.The various tone mapping effects using these GPU-based TMOs are shown infigure1.Logarithmic Operator is included in our experiments because it is one of the most straightforward techniques that produce a baseline result against which all other operators may be compared.We take the logarithm and apply a simple linear mapping to bring the data within displayable range.Reinhard Local Operator[32,7]first applies a scal-ing that analogous to setting exposure in a camera and then accomplishes dynamic range compression using automatic dodging-and-burning technique.Reinhard Global Operator[32]instead uses L white to map pure white to allow high luminance to burn out in a controllable fashion.We use the maximum luminance to avoid burn-out as suggested by Reinhard et al.Ashikhmin Local Operator[2,33]first estimates local adaption level,applies a simple tone mapping function to it and then puts back image details.This operator follows functionality of human visual system without attempting to construct its sophisticatedmodel.(a)Inputimage(b)Dragooperator(c)Pattanaik operator Figure2.Tone mapping results of HDR im-ages Mirror,Memorial,and Desk.The leftcolumn shows the input images,the mid-column shows the effects using the Dragooperator,whereas the effects using the Pat-tanaik operator are presented in the right col-umn.Ashikhmin Global Operator[2]instead performs global tone mapping without the local adaption zone.Durand Operator[13]reduces the overall contrast while preserving local details based on decomposition of the image into a base layer and a detail layer.By introduc-ing the bilateral grid,Chen et al.[5]approximated the bilat-eralfilter on GPU,which is two orders of magnitude faster than previous CPU techniques.In their paper,they also pre-sented real-time local tone mapping painting technique by extending the Durand operator.We apply the GPU-based bilateralfilter to the base layer,and reduce the contrast au-tomatically with regard to image contrast(maximum and minimum).Logarithmic ReinhardLocalReinhardGlobalAshikhminLocalAshikhminGlobalDurand Drago PattanaikMirror346×512259164228174234168129543 Memorial512×76811878102841078559251 Desk644×87483617362755942176 Cathedral767×102460415244544130128 Office2000×1312208169162939Price Western 3272×1280736361624Frames Per SecondHDRImageResolutionTable3.Efficiency statistics of the eight GPU-based TMOs.Note that only our implementation of the Pattanaik operator can achieve real-time performance for high-resolution HDR images.4.2Experimental Results and DiscussionsThe efficiency statistics of the eight TMOs are shown intable3.All the tested TMOs can achieve real-time framerates on the image Cathedral,which has a resolution of767×1024pixels.With the increase of the image reso-lution,the Reinhard local operator,the Ashikhmin local op-erator,the Durand operator,and the Drago operator fail tooffer more than10FPS on the image Office,which has aresolution of2000×1312pixels.For the image Price West-ern with more than4mega-pixels,only the Pattanaik oper-ator can obtain real-time performance.Thus we are able to tone map high-resolution HDR images in real time.Figure 2andfigure4show other tone mapping effects using our GPU-based algorithms.5ApplicationsA variety of real-time applications will benefit from our novel approach.In this section,we demonstrate the HDR video player and the environment mapping with HDR tex-tures techniques.5.1Real-Time HDR Video PlayerWe have incorporate our method into an HDR videoplayer.The player renders the compressed HDR video stream[26]to afloating-point texture and then performs real-time tone mapping algorithm to display the data within low dynamic range.The video decompression and the tone mapping are performed in two parallel threads.5.2Environment Mapping with HDRTexturesHDR Skybox has been used in3D game engines[27], and here we demonstrate our algorithm on environment mapping with HDR textures in parison of environment mapping without and with tone mapping tech-nique is presented infigure3.Without applying tone map-ping technique,image pixels in dark area and white area lose their details,whereas the right image can be displayed on low dynamic range monitors.parison of environment map-ping with HDR textures without and with tonemapping technique.6Conclusions and Future WorkIn this paper,we present novel GPU implementations of two state-of-the-art TMOs with real-time performance. Note that our proposed algorithms can produce equal qual-ity as the original CPU-restricted methods.Experimental evaluation is undertaken to explore which TMO is faster for(a)Dragooperator(b)Pattanaik operatorFigure4.Tone mapping results of the images Office and Price Western with the Drago operator and the Pattanaik operator.hardware implementation among eight GPU-based TOMs. The experimental results demonstrate both the feasibility and efficiency of our proposed algorithms.Since tone mapping technique scan be performed as a post-processing stage to any game engine,real-time render-ing system,or digital video player,we believe that most of those applications will benefit from our new GPU-based real-time TMOs.Current design of the alpha blend stage can only support limited andfixed function blending operations and thus the calculation of global quantities in an image is even slower than the CPU implementation.We would like to see a more powerful and programmable blend stage extending current functionality,similar to simple pixel shader functionality.AcknowledgementsThe authors would like to thank Xiaoyan Luo and Feifei Wei for their help in completing the paper.This work was supported by the National Natural Science Foundation of China(Grant Nos.60533080),the China863Program (Grant No.2006AA01Z314),the Key Technology R&D Program(Grant No.2007BAH11B03),and the Program for New Century Excellent Talents in University(Grant No. NCET-05-0519).References[1] A.Artusi,J.Bittner,M.Wimmer,and A.Wilkie.Deliv-ering interactivity to complex tone mapping operators.In EGRW’03:Proceedings of the14th Eurographics work-shop on Rendering,pages38–44.Eurographics Association, 2003.[2]M.Ashikhmin.A tone mapping algorithm for high contrastimages.In EGRW’02:Proceedings of the13th Eurograph-ics workshop on Rendering,pages145–156.Eurographics Association,2002.[3] D.Blythe.The direct3d10system.ACM Trans.Graph.,25(3):724–734,2006.[4]M.ˇCad´ık,M.Wimmer,L.Neumann,and A.Artusi.Imageattributes and quality for evaluation of tone mapping opera-tors.In Proceedings of14th Pacific Conference on Computer Graphics and Applications,pages35–44.National Taiwan University Press,2006.[5]J.Chen,S.Paris,and F.Durand.Real-time edge-awareimage processing with the bilateral grid.In SIGGRAPH ’07:ACM SIGGRAPH2007papers,pages171–182.ACM, 2007.[6]J.Cohen,C.Tchou,T.Hawkins,and P.E.Debevec.Real-time high dynamic range texture mapping.In Proceedings of the12th Eurographics Workshop on Rendering Techniques, pages313–320.Springer-Verlag,2001.[7]M.Colbert,E.Reinhard,and C.E.Hughes.Painting inhigh dynamic un.Image Represent., 18(5):387–396,2007.[8]P.E.Debevec and J.Malik.Recovering high dynamic rangeradiance maps from photographs.In SIGGRAPH’97:ACM SIGGRAPH1997papers,pages369–378.ACM,1997. [9]K.Devlin,A.Chalmers,A.Wilkie,and W.Purgathofer.Star:Tone reproduction and physically based spectral ren-dering.In State of the Art Reports,Eurographics2002, pages101–123.Eurographics Association,September2002.[10] F.Drago,W.L.Martens,K.Myszkowski,and H.-P.Sei-del.Perceptual evaluation of tone mapping operators.In SIGGRAPH’03:ACM SIGGRAPH2003Sketches&Appli-cations,pages1–1.ACM,2003.[11] F.Drago,K.Myszkowski,T.Annen,and N.Chiba.Adaptive logarithmic mapping for displaying high contrast put.Graph.Forum,22(3):419–426,2003. [12] F.Durand and J.Dorsey.Interactive tone mapping.In Pro-ceedings of the Eurographics Workshop on Rendering Tech-niques2000,pages219–230.Springer-Verlag,2000. [13] F.Durand and J.Dorsey.Fast bilateralfiltering for the dis-play of high-dynamic-range images.In SIGGRAPH’02: Proceedings of the29th annual conference on Computer graphics and interactive techniques,pages257–266.ACM, 2002.[14]N.Goodnight,R.Wang,C.Woolley,and G.Humphreys.In-teractive time-dependent tone mapping using programmable graphics hardware.In EGRW’03:Proceedings of the14th Eurographics workshop on Rendering,pages26–37.Euro-graphics Association,2003.[15]M.Harris.Mapping computational concepts to gpus.InSIGGRAPH’05:ACM SIGGRAPH2005Courses,page50.ACM,2005.[16]S.Helge,W.L.A.,and W.Greg.A high dynamic rangedisplay using low and high resolution modulators.SID Sym-posium Digest of Technical Papers,34(1):1450–1453,2003.[17]G.M.Johnson.Cares and concerns of CIE TC8-08:spatialappearance modeling and HDR rendering.In Proceedings of the Society of Photo-Optical Instrumentation Engineers (SPIE),volume5668,pages148–156,2004.[18]G.Krawczyk,K.Myszkowski,and H.-P.Seidel.Perceptualeffects in real-time tone mapping.In SCCG’05:Proceed-ings of the21st spring conference on Computer graphics, pages195–202.ACM,2005.[19]J.Kuang,G.M.Johnson,and M.D.Fairchild.Image pref-erence scaling for hdr image rendering.In Color Imaging Conference,pages8–13,2005.[20]J.Kuang,H.Yamaguchi,G.M.Johnson,and M. D.Fairchild.Testing hdr image rendering algorithms.In Color Imaging Conference,pages315–320,2004.[21]J.Kuang,H.Yamaguchi,C.Liu,G.M.Johnson,and M.D.Fairchild.Evaluating hdr rendering algorithms.ACM Trans.Appl.Percept.,4(2):Article9,27pages,2007.[22]rson,H.Rushmeier,and C.Piatko.A visibilitymatching tone reproduction operator for high dynamic range scenes.IEEE Transactions on Visualization and Computer Graphics,3(4):291–306,1997.[23]P.Ledda,A.Chalmers,and H.Seetzen.Hdr displays:avalidation against reality.IEEE International Conference on Systems,Man and Cybernetics,3:2777–2782,2004.[24]P.Ledda,A.Chalmers,T.Troscianko,and H.Seetzen.Eval-uation of tone mapping operators using a high dynamic range display.ACM Trans.Graph.,24(3):640–648,2005.[25] D.Luebke,M.Harris,J.Kr¨u ger,T.Purcell,indaraju,I.Buck,C.Woolley,and A.Lefohn.Gpgpu:general pur-pose computation on graphics hardware.In SIGGRAPH’04: ACM SIGGRAPH2004Course Notes,page33.ACM,2004.[26]R.Mantiuk,A.Efremov,K.Myszkowski,and H.-P.Seidel.Backward compatible high dynamic range mpeg video com-pression.ACM Trans.Graph.,25(3):713–723,2006. [27]G.McTaggart.Hdr in valve’s source engine.In SIGGRAPH’06:ACM SIGGRAPH2006Courses.ACM,2006. [28]S.K.Nayar and T.Mitsunaga.High dynamic range imaging:Spatially varying pixel exposures.CVPR,01:1472,2000.[29]S.Pattanaik and H.Yee.Adaptive gain control for highdynamic range image display.In SCCG’02:Proceedings of the18th spring conference on Computer graphics,pages 83–87.ACM,2002.[30]S.N.Pattanaik,J.Tumblin,H.Yee,and D.P.Greenberg.Time-dependent visual adaptation for fast realistic image display.In SIGGRAPH’00:Proceedings of the27th an-nual conference on Computer graphics and interactive tech-niques,pages47–54.ACM,2000.[31] E.Reinhard and K.Devlin.Dynamic range reduction in-spired by photoreceptor physiology.IEEE Transactions on Visualization and Computer Graphics,11(1):13–24,2005.[32] E.Reinhard,M.Stark,P.Shirley,and J.Ferwerda.Photo-graphic tone reproduction for digital images.ACM Trans.Graph.,21(3):267–276,2002.[33] B.Roch, A.Artusi, D.Michael,Y.Chrysanthou,andA.Chalmers.Interactive local tone mapping operator withthe support of graphics hardware.In SCCG07:Proceed-ings of the23rd Spring Conference on Computer Graphics.ACM,2007.[34] A.Scheel,M.Stamminger,and H.-P.Seidel.Tone repro-duction for interactive puter Graphics Forum,19(3):301–312,2000.[35]T.Scheuermann and J.Hensley.Efficient histogram gener-ation using scattering on gpus.In I3D’07:Proceedings of the2007symposium on Interactive3D graphics and games, pages33–37,New York,NY,USA,2007.ACM.[36]J.Tumblin and H.Rushmeier.Tone reproduction for realis-tic images.IEEE Comput.Graph.Appl.,13(6):42–48,1993.[37]G.Ward and M.Simmons.Jpeg-hdr:a backwards-compatible,high dynamic range extension to jpeg.In SIG-GRAPH’05:ACM SIGGRAPH2005Courses,page2.ACM,2005.[38] A.Yoshida,V.Blanz,K.Myszkowski,and H.-P.Seidel.Perceptual evaluation of tone mapping operators with real-world scenes.In Human Vision and Electronic Imaging X, IS&T/SPIE’s17th Annual Symposium on Electronic Imag-ing,volume5666,pages192–203.SPIE,2005.。

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raytracingessentialsNvidia英伟达光线追踪实时渲染教程

Ray Tracing Essentials Ethan EinhornEric HainesEric HainesRay Tracing EssentialsEric HainesNVIDIA“There is an old joke that goes, ‘Ray tracing is the technology of the future, and it always will be!’”–David Kirk, March 2008What is a Ray?DirectionOriginDirectionOriginPoint(distance) = Origin+ distance*DirectionABetween two pointsBDirection = B-AABetween two surfacesBDirection = B-A1968: Appel -Rays for shadowsImage now generated in real time in NVIDIA OptiX™ (was 74 minutes per frame in 1980)highly polished surfaceGenerated using OptiX sample “optixWhitted”eyeeye rayglass Classical RayTracingeye glassshadowrayClassical Ray TracingeyeglassreflectionrayClassical Ray Tracing refractionrayeye glassshadowrayClassical Ray TracingeyeglassClassical RayTracing reflectionray refractionrayeyeglassshadowraysClassical RayTracingHard ShadowsHard Shadows1984: Cook -Stochastic (“Distribution”) Ray Tracingglossy surfaceeyearea lightStochastic Ray Tracing shadow rayseyearealightStochasticRay Tracingshadowrayseye shadow raysarealight Stochastic Ray TracingSoft ShadowsSoft ShadowsDepth of Field, Background BlurDepth of Field, Foreground BlurMotion BlurPath Tracing, The Rendering Equation1986: Kajiya-diffuse surface reflectioneye diffuseboxPrimary raySecondary raypixel sampleseyediffusebox pixel sampleseyediffuseboxpixel sampleseyediffuseboxpixel sampleseyediffuseboxpixel sampleseyediffuseboxpixel sampleseyediffuse boxUse all paths’contributions pixel samplesThe Rendering EquationEmitted light Material Lambert Outgoing light Incoming lighta.k.a.indirect lightinga.k.a.color bleedinga.k.a.globalilluminationa.k.a.indirect lightinga.k.a.color bleedinga.k.a.globalilluminationa.k.a.indirect lightinga.k.a.color bleedinga.k.a.globalilluminationSimple assets and limit path types –game published in 1997.First three levels free on Steam.Path-Traced Game:Quake IIGlossy Reflections InterreflectionThroughoutSoft ShadowsThe Big Dig build by Quaxalot in VokseliaAtmospheric EffectsThe Big Dig build byQuaxalot in Vokselia“Caustics”Glass CausticsImages courtesy Matt Pharr, Wenzel Jakob, and Greg Humphreys. Glass model by Simon Wendsche.Why Ray Tracing is GreatThe back of Paul Heckbert’s business cardRasterization vs. Ray TracingRasterization loop:For each objectFor each pixel—closer?Ray tracing loop:For each pixelFor each object—closest?Rasterization。

Grundium Ocus:便携式全景芯片诊断镜说明书

OCUS – PORTABLE WHOLE SLIDE IMAGING MICROSCOPE Digital Pathology Anywhere2INTRODUCTIONAUTOMATED Z-FOCUSA SMART PIECE OF TECHWORK FASTER, SMARTER AND EASIERThe Grundium Ocus is a game changing enabler of personal digital microscopy. The portable scanner enables any practice the capacity to scan slides in-house and acquire secondary consultations from external partners to improve their healthcare level.The Grundium Ocus converts traditional glass slides into high resolution digital images enabling collaboration both on and off the lab. There is no need to prepare samples for shipping, or budget time for the availability of a specialist at the microscope when the samples arrive.Small and affordableGrundium Ocus is small and affordable enough be on every medical professional’s desk, lab or medical school. Scanned high resolution digital slides can be viewed and analyzed on a big screen or shared for second opinion. With wireless connectivity and the time saved pathologists are free to work on far more cases at once.Unbeatable performance-price ratio No wearing parts – no maintenance cost Easy to deploy – installation in 5 minutesPortable and durable device with premium materials Automatic calibration, focus and scanning Fits anywhere –small footprint ( 8” x 8” x 8” )Wireless connection – unlimited number of users Easy to move – setup in 1 minuteEasy to use – web based user interface Easy to train – e.g. technician in labWorks with any device (desktop / laptop / tablet)APPLICATION AREASCONNECTIVITYThe portability of the Grundium Ocus is advancing digital microscopy in various fields of science.MEDICALRemote Frozen SectionRapid Onsite EvaluationMOHS SurgerySecond OpinionOn-Demand TelepathologyEducationVeterinarian PathologyOTHERMaterial QCAir QualityGenomics4 PORTABLE DEVICE WITH CRAFTED DESIGNDIGITIZE MICROSCOPE SLIDES ANYWHEREThe Grundium Ocus removes the entry barrier for goingdigital. It removes the need for physical slide transfersbetween the clinic and the lab enabling live telepathologyconsultations between surgeons, pathologists andresearchers on and off the lab.Compact and Light WeightA compact size, battery pack and wireless connectivity makethe Grundium Ocus truly portable. Weighing only3.5 kilograms it fits comfortably in carry-on luggagetraveling conveniently to even remote locations with nomedical facilities. Grundium Ocus is vibration resistant andcan read even less than perfect frozen sections.Smart and ConnectedThe Grundium Ocus can be easily connected locally to alaptop, tablet or smartphone. The images are stored in theinternal 500 Gb memory and can be immediately sharedwith colleagues with any device. Independent Wi-Fi andEthernet support enables direct internet connection, cloudsupport and remote access. The scanner can be usedoff-line as well.KEY BENEFITSFits into carry-on luggage100 % wirelessVibration resistantDeployment and setup in 5 minAutomatic focus and scanPractically maintenance freeTakeyour labanywhere.6REMOTE LIVE VIEW – OPTIMIZED FOR FROZEN SECTIONACCESS SLIDES REMOTELY IN REAL TIMEThe Grundium Ocus enables pathologists to access slides remotely and view them in real time. It finds a place in every lab and can be operated by the lab personnel, removing the need for pathologist to travel to the lab to view the physical slide. The digital slide can be viewed in live view mode, which means there’s no need for pre-scanning the slide, but the pathologist can view the slide and control the operation of the Ocus from a distant location.THE GRUNDIUM OCUS connects to internet from a lab. Technician, who pre-pares the slide, operates Ocus locally. i.e. places the slide to scanner.WEB BROWSERA PATHOLOGIST LOGS in to the Ocus software in their browser from a distant location, views the slide and gives report to the surgeon.MULTIPLE PATHOLOGISTS can access the same Ocus from differentlocations.LIVE REMOTEView inlive mode.KEY BENEFITS FOR FROZEN SECTIONNo need to have pathologist on site Remote live view from anywhereSmall footprint – finds its place in every lab Continuous autofocus in live view 100% focus and high depth of field (can handle variable quality slides) Latest state of the art security protocol for data transferOpen design – easy to cleanRobust and easy to use8The Grundium Ocus is designed to solve the biggest problems in digital pathology with full compatibility. The browser-based software supports all existing systems, software and file formats enabling full use of currentworkflow and eliminating the need to change the preferred workflow. The Grundium Ocus is compatible with all digital pathology workflows and platforms.Quick and SimpleThanks to it’s powerful embedded computer all processing takes place inside the scanner. First time deployment with setup is ready in five minutes. The scanning can be performed by any lab technician with 15 minutes of training.COMPATIBLE WITH ANY WORKFLOW AND SOFTWAREDIGITALIZE & IMPROVE THE EXISTING WORKFLOWcan be used according to existing workflow ie. network drive, desktop/laptop mass storage or USB drive.IMAGE FILES are automatically uploaded DATA SECURITY protocols enable confidential live tele-pathology consultations with any device on and off the lab.KEY BENEFITSState of the art data security protocols Supports major image formats and work flows No impact on the existing workflow First time setup in 5 minutes Moving and starting up in 1 minute Automatic focus and scanHIGHTHROUGHPUT SYSTEMSSOFTWARE PLATFORMSFULL COMPATIBILITY10With a price point matching it’s compact size, Grundium Ocus has what it takes to bring digital microscopy on every pathologist’s desk anywhere in the world. As it operates from internet browser there’s no need for specific computers of additional software. With no wearing parts or need for calibration Grundium Ocus is practically maintenance free. Thanks to the intuitive and simple user interface Grundium Ocus is easy to learn and use without IT support.ACQUISITION AND OPERATIONAL COSTS compared to Grundium Ocus and traditional pathology scanners.Grundium OcusCompetitors AFFORDABLE AND CAREFREEADVANCE THE CURRENT LEVEL OF MEDICINE50k$100k$150k$200k$175k$125k$75k$25k$EXPENCESKEY BENEFITSCompetitive acquisition costMinimum operating costUnlimited number of usersEasy to learn and useNo auxiliary costs or software Remote user supportNo auxiliary costs, software or maintenance.12The OCUS software runs on embedded powerful Nvidia CPU/GPU computer, which also acts as a web server. The user interface is web application and runs on Chrome, Firefox and Safari – there’s no need to install additional SW application. You don’t need to buy another computer, use your PC laptop/desktop, Surface, iPad, MacBook to access Ocus from anywhere.Scanning a single slide is fully automated. The user selects the scan area and OCUS handles the rest. Scanning, continuous autofocus, stitching and saving the image all happens after a single press of a button.The OCUS connects to network via 801.11ac WiFi or 1GigE ethernet and can be accessed anywhere through secure internet connection.Grundium 20x objective produces sharp, high depth of field images, which are ideal especially for histopathology.TECHNICAL SPECIFICATIONS GRUNDIUM OCUSFocusing Automatic focus for each field in scanning, fine-tune in live mode, manual coarse Stage Motorized, automatic Scan area selec. Freely selectable Memory 500GB internal and USB memory support Computer Embedded Nvidia visual computer User interface Major web browsers, touch screen support Image viewer Included + major 3rd party viewers supportedTECHNICAL INFORMATIONSlide capacity 1Objective / resolution 20x: 0.48 µm / p ix, 1x overview: 10 µm / p ixSlide format 75mm x 25mmScan speed, 15x15mm ~2 minConnectivity 1GigE, 802.11ac WLANImage formats TIFF, SVSW x D x H (cm) 18 x 18 x 19Weight (kg) 3.5 kgImage sensor 6M pixelIllumination Koehler LED14READ MOREGrundium is a global leader in advanced imaging technology. Established in 2015 by ex-Nokia engineers, the Tampere-based company is democratizing digital pathology with the Ocus personal scanning microscope. The cutting-edge imaging solutions are based on over 20 years of experience in optics, sensors and processing. Grundium serves various industries and businesses enhancing quality and processes, protecting human life and safeguarding a clean environment.ABOUT GRUNDIUM REVEALING THE INVISIBLEAuthorized Dealer Meyer Instruments, Inc. 4202 Bear Lodge Court Houston, TX 77084281-579-0342。

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