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Project training of Shandong University rendering engine system (IV)
2022-06-12 16:23:00 【Grey Cluster】
Catalog
Project introduction
NRD
full name Nvidia Real-time Denoiser , It is a spatiotemporal dual domain noise reduction library being developed by NVIDIA , Designed to deal with low RPP(ray per pixel) The signal .
The graphics of this technology API The environment is :DirectX11、DirectX12 as well as Vulkun. There are three integration methods , One way is to use Nvidia Of NRI(NVIDIA Rendering Interface) Package the above three API, To integrate .
Project objectives
stay Falcor Integration under the framework nrd.
Division of labor
Shared responsibility with team members NRDPass.h And NRDPass.cpp Compiling
The author is responsible for Private sector Statement and definition of . And record in subsequent articles .
Work at current stage
Modelled on the Falcor other RenderPasses To write NRDPass.h
Which includes NRDPass Class design .
contain Falcor The required interface 、NRD Corresponding API.
Don't show too many details .
class NRDPass : public RenderPass
{
public:
// for frame
// Public member variables //
virtual Dictionary getScriptingDictionary() override;
virtual RenderPassReflection reflect(const CompileData& compileData) override;
virtual void compile(RenderContext* pRenderContext, const CompileData& compileData) override;
virtual void execute(RenderContext* pRenderContext, const RenderData& renderData) override;
virtual void renderUI(Gui::Widgets& widget) override;
virtual void setScene(RenderContext* pRenderContext, const Scene::SharedPtr& pScene) override;
private:
// Private member variables //
// ------------- Functions ------------
NRDPass(const Dictionary& dict);
void reinit();
void createPipelines();
void createResources();
void executeInternal(RenderContext* pRenderContext, const RenderData& renderData);
void dispatch(RenderContext* pRenderContext, const RenderData& renderData, const nrd::DispatchDesc& dispatchDesc);
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