We present a novel architecture for flexible control of shading rates in a GPU pipeline, and demonstrate substantially reduced shading costs for various applications. We decouple shading and visibility by restricting and quantizing shading rates to a finite set of screen-aligned grids, leading to simpler and fewer changes to the GPU pipeline compared to alternative approaches. Our architecture introduces different mechanisms for programmable control of the shading rate, which enables efficient shading in several scenarios, e.g., rendering for high pixel density displays, foveated rendering, and adaptive shading for motion and defocus blur. We also support shading at multiple rates in a single pass, which allows the user to compute different...
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...
One of the main techniques used by software renderers to produce stunningly realistic images is prog...
Figure 1: The CITADEL 1 scene, rendered at 2560×1440 with pixel-rate shading (PS) on the left and co...
Due to complex shaders and high-resolution displays (particularly on mobile graphics platforms), fra...
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...
Over the last 10-15 years, computer graphics hardware has evolved at a tremendous pace, with an expo...
Hardware graphics accelerators are becoming programmable at the vertex processing and the fragment p...
Figure 1: Decoupled deferred shading enables efficient shading reuse for stochastic rasterization. T...
This paper introduces a framebuffer level of detail algorithm for controlling the pixel workload in ...
Modern GPUs have evolved to the point where they now offer a generality of programming that rivals C...
When rendering effects such as motion blur and defocus blur, shading can become very expensive if do...
When the rendering budget is limited by power or time, it is necessary to find the combination of re...
We present details of Tiled and Clustered Forward Shading in its application to rendering transparen...
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...
One of the main techniques used by software renderers to produce stunningly realistic images is prog...
Figure 1: The CITADEL 1 scene, rendered at 2560×1440 with pixel-rate shading (PS) on the left and co...
Due to complex shaders and high-resolution displays (particularly on mobile graphics platforms), fra...
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...
Over the last 10-15 years, computer graphics hardware has evolved at a tremendous pace, with an expo...
Hardware graphics accelerators are becoming programmable at the vertex processing and the fragment p...
Figure 1: Decoupled deferred shading enables efficient shading reuse for stochastic rasterization. T...
This paper introduces a framebuffer level of detail algorithm for controlling the pixel workload in ...
Modern GPUs have evolved to the point where they now offer a generality of programming that rivals C...
When rendering effects such as motion blur and defocus blur, shading can become very expensive if do...
When the rendering budget is limited by power or time, it is necessary to find the combination of re...
We present details of Tiled and Clustered Forward Shading in its application to rendering transparen...
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...
One of the main techniques used by software renderers to produce stunningly realistic images is prog...