Render Graph是什么?
近期学习到Render Graph这个概念,之前在看UE4的RDG的时候也看到了这个相关的概念,今天查找了一些相关资料,记录一下。
Frame graphs are a design pattern for handling complex rendering pipelines, which are currently used in industry. Their usage is motivated by handling barriers, queue synchronization and memory aliasing in the background by abstracting the rendering pipeline of a frame on a higher level.
相关资料
- The Render Graph Architecture – Adept Engine Dev blog (wordpress.com) - 描述的不错的博客
- UE4 – 渲染依赖关系图
- Frame graphs · gfx-rs/gfx Wiki (github.com) - 有关Frame graphs的资源
- GDC Vault - FrameGraph: Extensible Rendering Architecture in Frostbite - RenderGraph/FrameGrap 的提出
- Render graphs and Vulkan — a deep dive – Maister's Graphics Adventures (themaister.net) - 使用Vulkan实现RenderGraph的博客
- VULKAN FAST PATHS - [GDC 2016] VULKAN FAST PATHS
- UE4 – Render Dependency Graph - UE4 在4.23 推出Render Dependency Graph
- Frame graphs · gfx-rs/gfx Wiki (github.com)- Frame graphs的wiki
相关的GitHub项目:
- zakarumych/rendy: State of the art "build your own engine" kit powered by gfx-hal (github.com)
- zakarumych/xfg-rs: eXtensible Framegraph (github.com)
- acdemiralp/fg: Rendering abstraction which describes a frame as a directed acyclic graph of render tasks and resources. (github.com)
- Themaister/Granite: My personal Vulkan renderer (github.com)