An Improved Shading Cache for Modern GPUs (English)

In: Graphics Hardware   ;  95-101  ;  2008

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Several recently proposed techniques based on the principle of data reprojection allow reusing shading information generated in one frame to accelerate the calculation of the shading in the following frame. This strategy can significantly reduce the average rendering cost for many important real-time effects at an acceptable level of approximation error. This paper analyzes the overhead associated with incorporating temporal data reprojection on modern GPUs. Based on this analysis, we propose an alternative algorithm to those previously described in the literature and measure its efficiency for multiple scenes and hardware platforms.

  • Title:
    An Improved Shading Cache for Modern GPUs
  • Author / Creator:
  • Published in:
  • Publisher:
    The Eurographics Association
  • Place of publication:
    Postfach 8043, 38621 Goslar, Germany
  • Year of publication:
    2008
  • Size:
    7 pages
  • ISBN:
  • ISSN:
  • DOI:
  • Type of media:
    Conference paper
  • Type of material:
    Electronic Resource
  • Language:
    English
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Table of contents conference proceedings

The tables of contents are generated automatically and are based on the data records of the individual contributions available in the index of the TIB portal. The display of the Tables of Contents may therefore be incomplete.

1
Tracy: A Debugger and System Analyzer for Cross-Platform Graphics Development
Kyöstilä, Sami / Kangas, Kari J. / Pulli, Kari | 2008
13
Total Recall: A Debugging Framework for GPUs
Sharif, Ahmad / Lee, Hsien-Hsin S. | 2008
21
A Hardware Processing Unit for Point Sets
Heinzle, Simon / Guennebaud, Gaël / Botsch, Mario / Gross, Markus | 2008
33
Coherent Layer Peeling for Transparent High-Depth-Complexity Scenes
Carr, Nathan / Mech, Radomir / Miller, Gavin | 2008
41
Non-Uniform Fractional Tessellation
Munkberg, Jacob / Hasselgren, Jon / Akenine-Möller, Tomas | 2008
47
All-Pairs Shortest-Paths for Large Graphs on the GPU
Katz, Gary J. / Jr., Joseph T. Kider | 2008
57
On Dynamic Load Balancing on Graphics Processors
Cederman, Daniel / Tsigas, Philippas | 2008
65
GPU Accelerated Pathfinding
Bleiweiss, Avi | 2008
75
Floating-Point Buffer Compression in a Unified Codec Architecture
Ström, Jacob / Wennersten, Per / Rasmusson, Jim / Hasselgren, Jon / Munkberg, Jacob / Clarberg, Petrik / Akenine-Möller, Tomas | 2008
85
DHTC: An Effective DXTC-based HDR Texture Compression Scheme
Sun, Wen / Lu, Yan / Wu, Feng / Li, Shipeng | 2008
95
An Improved Shading Cache for Modern GPUs
Sitthi-amorn, Pitchaya / Lawrence, Jason / Yang, Lei / Sander, Pedro V. / Nehab, Diego | 2008
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