Title: GPU. Lesson 16. Additional Unique Components in GPU Core but Not in CPU Core
Title: GPU. Lesson 16. Additional Unique Components in GPU Core but Not in CPU Core
Shadow Mapping Processor calculates shadows for realistic lighting effects.
Screen Space Reflections simulate reflections based on screen space coordinates.
Geometry Instance Manager optimizes repeated geometry, like trees in a forest.
Mipmap Generator creates texture maps of varying resolutions for efficiency.
Depth Peeling Engine renders transparent layers without overlap issues.
Light Culling Units discard non-visible lights, saving processing power.
Edge Detection Units enhance image quality by outlining object edges.
Path Tracing Units simulate realistic lighting through complex paths.
Render Buffer Compression reduces memory usage for large render buffers.
Deferred Shading Processor separates lighting calculations for efficiency.
HDR Tone Mapping converts HDR images to display-appropriate brightness.
Adaptive Scaler adjusts resolution dynamically based on performance needs.
PhysX Acceleration accelerates physics-based simulations and calculations.
Voxelization Processor converts 3D data to voxels for spatial calculations.
Post-Processing Pipeline handles image effects after initial rendering.
Surface Smoothing Units reduce jagged edges on rendered surfaces.
Multisample Anti-Aliasing (MSAA) Processor smooths out edges in images.
Morph Target Animation enables shape changes, like facial expressions.
Hair and Fur Simulation renders complex hair and fur for realistic effects.
Particle System Manager controls complex particle behaviors like explosions.
Fluid Simulation Engine mimics liquid behavior in real-time rendering.
Instanced Rendering Units efficiently render multiple copies of objects.
Compute Shading Pipeline handles non-graphics tasks, like physics.
Foveated Rendering prioritizes detail in the viewer’s focal point for VR.
Caustics Simulation reproduces light patterns on surfaces like water.
Image Warping Processor adjusts images for distorted viewing, like VR.
Crossfade Unit blends frames seamlessly in animations or transitions.
Terrain Tessellation optimizes rendering of detailed landscape features.
Cubic Environment Mapping generates reflections based on a 3D environment.
Chromatic Aberration Processor simulates color separation for visual effects.
These components highlight the GPU’s role in handling detailed, real-time effects and simulations, providing visual accuracy and efficiency beyond CPU capabilities.