Procedural generation via operator graphs using GPU work graphs
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Abstract
Procedural generation is an important tool in a multitude of industries like games, film, and computer aided design. Several approaches for procedural content generation exist and are implemented in varying tools, such as digital content creation software or game engines. Synthesizing large 3D-objects can take a relatively large amount of time which results in slower iteration times. Operator graphs provide a common intermediate representation for a variety of procedural generation approaches as well as a scheduling for executing such a procedural generation on GPUs, lowering time spent generating. By representing operator graphs using a declarative domain specific language (DSL) and compiling them into GPU work graphs, procedural generations can both be executed on the GPU and seamlessly be integrated into 3D-applications. Additionally, GPU work graphs offer a direct path to mesh shaders, allowing for immediate rendering of a procedural generation whilst staying within a fixed memory budget in addition to maintaining interactive frame rates and practically response to a change in parameters.