Figure 1: The CITADEL 1 scene, rendered at 2560×1440 with pixel-rate shading (PS) on the left and coarse pixel shading (CPS) on the right, using a coarse pixel size of 2×2. CPS almost halves the number of shader invocations, yet shows few perceivable differences on a high pixel density display, with a structural similarity index (SSIM) of 90.6%. In contrast, an image rendered at 1280×720 and upscaled exhibits blurring at silhouette edges, and lower overall quality, with an SSIM of 86.9%. We present a novel architecture for flexible control of shading rates in a GPU pipeline, and demonstrate sub-stantially reduced shading costs for various applications. We decouple shading and visibility by restricting and quantizing shading rates to a finit...
Effects such as global illumination, caustics, defocus and motion blur are an integral part of gener...
textRendering in computer graphics is the process of converting a three dimensional scene descriptio...
In real-time rendering, a 3D scene is modelled with meshes of triangles that the GPU projects to the...
We present a novel architecture for flexible control of shading rates in a GPU pipeline, and demonst...
Due to complex shaders and high-resolution displays (particularly on mobile graphics platforms), fra...
Modern GPUs have evolved to the point where they now offer a generality of programming that rivals C...
Over the last 10-15 years, computer graphics hardware has evolved at a tremendous pace, with an expo...
Figure 1: Decoupled deferred shading enables efficient shading reuse for stochastic rasterization. T...
Figure 1: Our streaming compression algorithm reduces the memory usage and shading costs associated ...
Performance improvements are always needed in computer graphics. Better performance frees up computa...
Hardware graphics accelerators are becoming programmable at the vertex processing and the fragment p...
When the rendering budget is limited by power or time, it is necessary to find the combination of re...
We propose decoupled sampling, an approach that decouples shading from visibility sampling in order ...
This paper introduces a framebuffer level of detail algorithm for controlling the pixel workload in ...
This paper demonstrates how programmable GPUs are a powerful tool to display large point datasets at...
Effects such as global illumination, caustics, defocus and motion blur are an integral part of gener...
textRendering in computer graphics is the process of converting a three dimensional scene descriptio...
In real-time rendering, a 3D scene is modelled with meshes of triangles that the GPU projects to the...
We present a novel architecture for flexible control of shading rates in a GPU pipeline, and demonst...
Due to complex shaders and high-resolution displays (particularly on mobile graphics platforms), fra...
Modern GPUs have evolved to the point where they now offer a generality of programming that rivals C...
Over the last 10-15 years, computer graphics hardware has evolved at a tremendous pace, with an expo...
Figure 1: Decoupled deferred shading enables efficient shading reuse for stochastic rasterization. T...
Figure 1: Our streaming compression algorithm reduces the memory usage and shading costs associated ...
Performance improvements are always needed in computer graphics. Better performance frees up computa...
Hardware graphics accelerators are becoming programmable at the vertex processing and the fragment p...
When the rendering budget is limited by power or time, it is necessary to find the combination of re...
We propose decoupled sampling, an approach that decouples shading from visibility sampling in order ...
This paper introduces a framebuffer level of detail algorithm for controlling the pixel workload in ...
This paper demonstrates how programmable GPUs are a powerful tool to display large point datasets at...
Effects such as global illumination, caustics, defocus and motion blur are an integral part of gener...
textRendering in computer graphics is the process of converting a three dimensional scene descriptio...
In real-time rendering, a 3D scene is modelled with meshes of triangles that the GPU projects to the...