Title: GPU. Lesson 15. Further Unique Components in GPU Core but Not in CPU Core
Title: GPU. Lesson 15. Further Unique Components in GPU Core but Not in CPU Core
Ray Tracing Acceleration Structure manages data for real-time ray tracing.
Variable Rate Shading Units adjust shading rates, optimizing performance.
Micro-Mesh Engine processes tiny mesh details, enhancing image quality.
Light Transport Simulation mimics real-world lighting in complex scenes.
High Dynamic Range (HDR) Units enhance color depth for realistic visuals.
Physically Based Rendering (PBR) Units simulate real-world material effects.
Temporal Anti-Aliasing (TAA) Units reduce flickering and enhance image stability.
Bloom Effect Processor simulates light bleeding for realistic visuals.
Tone Mapping Units adjust brightness for natural-looking color ranges.
Ambient Occlusion Units simulate shadowing in areas where light is occluded.
Heatmap Generator creates visual representations of heat distribution.
Adaptive Sync Controller synchronizes frame rates to avoid screen tearing.
Displacement Mapping Processor adds detail by modifying surface geometry.
Particle Simulation Engine manages particles for effects like smoke and fire.
Volumetric Fog Processor renders fog with realistic light interactions.
Global Illumination Processor simulates light bouncing for realistic lighting.
Refraction Processor handles light bending for effects like glass.
Specular Highlight Processor simulates bright reflections on shiny surfaces.
Normal Map Processor enhances textures to add 3D depth perception.
Bicubic Filtering Units improve texture sampling quality.
Shader Clock Management optimizes shader processing speeds dynamically.
Real-Time Mesh Decimator reduces polygon count for performance efficiency.
Virtual Reality Optimization Units improve rendering speed for VR applications.
Mesh Shading Pipeline handles mesh data for highly detailed models.
Denoising Engine reduces noise in rendered images for clarity.
Bokeh Effect Processor simulates background blur in focused images.
Ray Dispatch Processor handles the ray generation in ray tracing tasks.
Pre-Tessellation Filter optimizes complex models before tessellation.
Render Target Array allows multiple render outputs for complex scenes.
Subsurface Scattering Processor simulates light passing through materials.
These components illustrate the specialized nature of GPUs in handling graphics, simulation, and real-time effects, far beyond the typical capabilities of CPU cores.