A Lazy Object-Space Shading Architecture With Decoupled Sampling (English)

In: High-Performance Graphics   ;  19-28  ;  2010

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We modify the Reyes object-space shading approach to address two inefficiencies that result from performing shading calculations at micropolygon grid vertices prior to rasterization. Our system samples shading of surface sub-patches uniformly in the objects parametric domain, but the location of shading samples need not correspond with the location of mesh vertices. Thus we perform object-space shading that efficiencly supports motion and defocus blur, but do not require micropolygons to achieve a shading rate of one sample per pixel. Second, our system resolves surface visibility prior to shading, then lazily shades 2x2 sample blocks that are known to contribute to the resulting fragments. We find that in comparison to a Reyes micropolygon rendering pipeline, decoupling geometric sampling rate from shading rate permits the use of meshes containing an order of magnitude fewer vertices with minimal loss of image quality in our test scenes. Shading on-demand after rasterization reduces shader invocations by over two times in comparison to pre-visibility object-space shading.

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.

Hardware Implementation of Micropolygon Rasterization with Motion and Defocus Blur
Brunhaver, John S. / Fatahalian, Kayvon / Hanrahan, Pat | 2010
Space-Time Hierarchical Occlusion Culling for Micropolygon Rendering with Motion Blur
Boulos, Solomon / Luong, Edward / Fatahalian, Kayvon / Moreton, Henry / Hanrahan, Pat | 2010
A Lazy Object-Space Shading Architecture With Decoupled Sampling
Burns, Christopher A. / Fatahalian, Kayvon / Mark, William R. | 2010
Task Management for Irregular-Parallel Workloads on the GPU
Tzeng, Stanley / Patney, Anjul / Owens, John D. | 2010
Real Time Volumetric Shadows using Polygonal Light Volumes
Billeter, Markus / Sintorn, Erik / Assarsson, Ulf | 2010
Ambient Occlusion Volumes
McGuire, Morgan | 2010
Large Data Visualization on Distributed Memory Multi-GPU Clusters
Fogal, Thomas / Childs, Hank / Shankar, Siddharth / Krüger, Jens / Bergeron, R. Daniel / Hatcher, Philip | 2010
Edge-Avoiding À-TrousWavelet Transform for fast Global Illumination Filtering
Dammertz, Holger / Sewtz, Daniel / Hanika, Johannes / Lensch, Hendrik P. A. | 2010
Parallel SAH k-D Tree Construction
Choi, Byn / Komuravelli, Rakesh / Lu, Victor / Sung, Hyojin / Bocchino, Robert L. / Adve, Sarita V. / Hart, John C. | 2010
HLBVH: Hierarchical LBVH Construction for Real-Time Ray Tracing of Dynamic Geometry
Pantaleoni, Jacopo / Luebke, David | 2010
AnySL: Efficient and Portable Shading for Ray Tracing
Karrenberg, Ralf / Rubinstein, Dmitri / Slusallek, Philipp / Hack, Sebastian | 2010
Restart Trail for Stackless BVH Traversal
Laine, Samuli | 2010
Architecture Considerations for Tracing Incoherent Rays
Aila, Timo / Karras, Tero | 2010
A Work-Efficient GPU Algorithm for Level Set Segmentation
Roberts, Mike / Packer, Jeff / Sousa, Mario Costa / Mitchell, Joseph Ross | 2010
GPU Random Numbers via the Tiny Encryption Algorithm
Zafar, Fahad / Olano, Marc / Curtis, Aaron | 2010
Texture Compression of Light Maps using Smooth Profile Functions
Rasmusson, Jim / Ström, Jacob / Wennersten, Per / Doggett, Michael / Akenine-Möller, Tomas | 2010
Efficient Bounding of Displaced Bézier Patches
Munkberg, Jacob / Hasselgren, Jon / Toth, Robert / Akenine-Möller, Tomas | 2010
Analytical Motion Blur Rasterization with Compression
Gribel, Carl Johan / Doggett, Michael / Akenine-Möller, Tomas | 2010
Real-time Stochastic Rasterization on Conventional GPU Architectures
McGuire, Morgan / Enderton, Eric / Shirley, Peter / Luebke, David | 2010