We present details of Tiled and Clustered Forward Shading in its application to rendering transparent geometry and using Multi Sampling Anti Aliasing (MSAA). We detail how transparency and MSAA is supported, and present performance results measured on modern GPUs. Previous techniques for handling large numbers of lights are usually based on deferred shading [Andersson 2009; Lauritzen 2010]. However, deferred shading techniques struggle with impractically large frame buffers when MSAA is used, and make supporting transparency difficult. In addition, deferred shading makes it more difficult to support custom shaders on geometry. Tiled Forward Shading is a new and highly practical approach to real-time shading scenes with thousands of light ...
We propose decoupled sampling, an approach that decouples shading from visibility sampling in order ...
We propose a generalized approach to decoupling shading from visibility sampling in graphics pipelin...
We present an accelerated depth peeling algorithm for order-independent transparency rendering on gr...
We present details of Tiled and Clustered Forward Shading in its application to rendering transparen...
This paper presents and investigates Clustered Shading for deferred and forward rendering. In Cluste...
This paper presents and investigates Clustered Shading for deferred and forward rendering. In Cluste...
We will explore the tiled forward shading algorithm in this chapter. Tiledforward shading is an exte...
Rendering images of semi-transparent geometry representing e.g. windows, transparent cloth or archit...
Visibility testing is an integral part of many computer graphics algorithms. For example, algorithms...
We present a novel architecture for flexible control of shading rates in a GPU pipeline, and demonst...
Figure 1: Our streaming compression algorithm reduces the memory usage and shading costs associated ...
Computer generated imagery is vital to the entertainment industry in the production of games and fil...
Over the last 10-15 years, computer graphics hardware has evolved at a tremendous pace, with an expo...
Figure 1: The CITADEL 1 scene, rendered at 2560×1440 with pixel-rate shading (PS) on the left and co...
Figure 1: Large image rendered with Agregate G-Buffer Anti-Aliasing (AGAA). The AGAA results (red ou...
We propose decoupled sampling, an approach that decouples shading from visibility sampling in order ...
We propose a generalized approach to decoupling shading from visibility sampling in graphics pipelin...
We present an accelerated depth peeling algorithm for order-independent transparency rendering on gr...
We present details of Tiled and Clustered Forward Shading in its application to rendering transparen...
This paper presents and investigates Clustered Shading for deferred and forward rendering. In Cluste...
This paper presents and investigates Clustered Shading for deferred and forward rendering. In Cluste...
We will explore the tiled forward shading algorithm in this chapter. Tiledforward shading is an exte...
Rendering images of semi-transparent geometry representing e.g. windows, transparent cloth or archit...
Visibility testing is an integral part of many computer graphics algorithms. For example, algorithms...
We present a novel architecture for flexible control of shading rates in a GPU pipeline, and demonst...
Figure 1: Our streaming compression algorithm reduces the memory usage and shading costs associated ...
Computer generated imagery is vital to the entertainment industry in the production of games and fil...
Over the last 10-15 years, computer graphics hardware has evolved at a tremendous pace, with an expo...
Figure 1: The CITADEL 1 scene, rendered at 2560×1440 with pixel-rate shading (PS) on the left and co...
Figure 1: Large image rendered with Agregate G-Buffer Anti-Aliasing (AGAA). The AGAA results (red ou...
We propose decoupled sampling, an approach that decouples shading from visibility sampling in order ...
We propose a generalized approach to decoupling shading from visibility sampling in graphics pipelin...
We present an accelerated depth peeling algorithm for order-independent transparency rendering on gr...