• If you are citizen of an European Union member nation, you may not use this service unless you are at least 16 years old.

  • Finally, you can manage your Google Docs, uploads, and email attachments (plus Dropbox and Slack files) in one convenient place. Claim a free account, and in less than 2 minutes, Dokkio (from the makers of PBworks) can automatically organize your content for you.


Rendering a Scene

Page history last edited by PBworks 14 years, 5 months ago

How Scenes Are Currently Rendered


Consider a theoretical game scene of a box about to explode. The scene also contains a building and a person fleeing the frame. All this data is passed on from the game engine to the CPU for processing. Currently, the CPU stores all the data. Once the CPU is done with these, it only passes all the graphics calculations to the graphics card, which then renders the new position of the object and then outputs the final frame.The GPU takes all the graphics data and renders the scene. However, it is often narrowed by a slower CPU, because of the load placed on the CPU because of the physics and AI calculations. The end result is a scene that has unrealisitic explosions and physiscs. We cannot expect any more, because CPUs, by design need to be more general purpose, unlike a GPU, which is built just to do this.


How Upcoming Games Running Physx Cards Will Compute and Render a Scene


Consider the same scene being played out in a system that has a CPU, PPU (physx processing unit) and a GPU. As usual, data from the game is passed on to the CPU, which then sends all graphics computation by itself. However, it now has the help of the PPU to perform complex physics for it.The CPU breaks up the data into it respective parts and sends each processing unit its tasks; it computes AI and then passes physics data to the PPU and graphics computation to GPU for rendering.

Since the PPU is specifically designed to do physics calculations, it can do a much larger number of calculations in a lot less time than the CPU. In current designs, the PPU will receive data for physics processing from the CPU, but if a game is designed to use the PPu to specificly it could bypass the GPU completly and create more lag.The PPU then calculates the physics and send it to the GPU. The GPU renders the graphics, and then receives AI and physics data from the CPU and PPU respectively - and then renders the whole frame.Because of the PPU's enhanced physics computations, the blasts look more realistic. This will also apply to all in-game fluids and collisions.

Comments (0)

You don't have permission to comment on this page.