When the rendering budget is limited by power or time, it is necessary to find the combination of rendering parameters, such as resolution and refresh rate, that could deliver the best quality. Variable-rate shading (VRS), introduced in the last generations of GPUs, enables fine control of the rendering quality, in which each 16×16 image tile can be rendered with a different ratio of shader executions. We take advantage of this capability and propose a new method for adaptive control of local shading and refresh rate. The method analyzes texture content, on-screen velocities, luminance, and effective resolution and suggests the refresh rate and a VRS state map that maximizes the quality of animated content under a limited budget. The method...
This paper introduces a framebuffer level of detail algorithm for controlling the pixel workload in ...
Visual error metrics play a fundamental role in the quantification of perceived image similarity. Mo...
Effects such as global illumination, caustics, defocus and motion blur are an integral part of gener...
Limited GPU performance budgets and transmission bandwidths mean that real-time rendering often has ...
Rendering realistic images requires substantial computational power. With new high-refresh-rate disp...
Figure 1: The CITADEL 1 scene, rendered at 2560×1440 with pixel-rate shading (PS) on the left and co...
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...
Background. Performance optimization is of great importance for games as it constrains the possibili...
Perceptual optimization, the application of human visual perception models to remove imperceptible c...
In real-time rendering, a 3D scene is modelled with meshes of triangles that the GPU projects to the...
Shading complex materials such as acquired reflectances in multi-light environments is computational...
We propose decoupled sampling, an approach that decouples shading from visibility sampling in order ...
As video games get more and more demanding and screen resolutions continue to increase, new methods ...
Maximizing performance for rendered content requires making compromises on quality parameters depend...
This paper introduces a framebuffer level of detail algorithm for controlling the pixel workload in ...
Visual error metrics play a fundamental role in the quantification of perceived image similarity. Mo...
Effects such as global illumination, caustics, defocus and motion blur are an integral part of gener...
Limited GPU performance budgets and transmission bandwidths mean that real-time rendering often has ...
Rendering realistic images requires substantial computational power. With new high-refresh-rate disp...
Figure 1: The CITADEL 1 scene, rendered at 2560×1440 with pixel-rate shading (PS) on the left and co...
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...
Background. Performance optimization is of great importance for games as it constrains the possibili...
Perceptual optimization, the application of human visual perception models to remove imperceptible c...
In real-time rendering, a 3D scene is modelled with meshes of triangles that the GPU projects to the...
Shading complex materials such as acquired reflectances in multi-light environments is computational...
We propose decoupled sampling, an approach that decouples shading from visibility sampling in order ...
As video games get more and more demanding and screen resolutions continue to increase, new methods ...
Maximizing performance for rendered content requires making compromises on quality parameters depend...
This paper introduces a framebuffer level of detail algorithm for controlling the pixel workload in ...
Visual error metrics play a fundamental role in the quantification of perceived image similarity. Mo...
Effects such as global illumination, caustics, defocus and motion blur are an integral part of gener...