Title: GPU. Lesson 18. Additional Unique Components in GPU Core but Not in CPU Core
Title: GPU. Lesson 18. Additional Unique Components in GPU Core but Not in CPU Core
Ray Intersection Engine calculates ray-object intersections for ray tracing.
Diffuse Shading Units simulate soft lighting on matte surfaces.
Parallax Occlusion Mapping adds depth to textures without additional geometry.
Silhouette Edge Detection highlights object edges for a stylized look.
Layered Rendering Processor enables multiple render passes for complex effects.
Voxel Grid Units create 3D grids for volumetric rendering and simulations.
Translucency Processor simulates light passing through semi-transparent objects.
Multi-Layer Blending combines multiple textures or layers in real time.
Geometry Tessellation Cache stores tessellated geometry for faster access.
Dynamic Reflection Mapping adjusts reflections based on object movement.
Specular Mapping Units simulate shiny surfaces with specular highlights.
Temporal Anti-Aliasing reduces image flicker across frames for smooth visuals.
Animation Interpolation Units smooth out transitions between animation frames.
Deferred Lighting Pipeline separates lighting calculations for efficiency.
Occlusion Query Processor determines visibility of objects to optimize rendering.
Transparency Anti-Aliasing smooths edges of transparent objects for clarity.
Subsurface Scattering Units simulate light scattering within materials.
Shadow Volume Processor handles complex shadow volumes for 3D objects.
Backface Culling removes non-visible surfaces to improve rendering speed.
Ambient Cube Map Processor adds ambient lighting for depth and realism.
Non-Photorealistic Rendering (NPR) Units produce stylized visuals like sketches.
Color LUT Processor applies color Look-Up Tables for color grading effects.
Tiled Rendering Engine divides frames into tiles to optimize memory use.
Vector Displacement Mapping creates detailed deformations on 3D surfaces.
Optical Depth Processor calculates depth for effects like fog and haze.
Diffuse Interreflection Units simulate indirect light reflection between objects.
Cubemap Array Processor supports dynamic reflections from multiple directions.
Variable Shading Rate adjusts shading detail based on scene complexity.
Light Probes store lighting information for consistent global illumination.
Field-of-View Adjustment Units adapt rendering to different viewing angles.
These components enable the GPU to render highly detailed, dynamic visuals and advanced effects in real-time, surpassing the capabilities found in CPU cores for visual processing tasks.