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A lazy object-space shading architecture with decoupled sampling

Published: 25 June 2010 Publication History

Abstract

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 object's parametric domain, but the location of shading samples need not correspond with the location of mesh vertices. Thus we perform object-space shading that efficiently 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.

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Cited By

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  • (2022)Training and Predicting Visual Error for Real-Time ApplicationsProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/35226255:1(1-17)Online publication date: 4-May-2022
  • (2019)The camera offset spaceACM Transactions on Graphics10.1145/3355089.335653038:6(1-14)Online publication date: 8-Nov-2019
  • (2019)Visually Lossless Content and Motion Adaptive Shading in GamesProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/33202872:1(1-19)Online publication date: 3-Jun-2019
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  1. A lazy object-space shading architecture with decoupled sampling

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      Published In

      cover image ACM Conferences
      HPG '10: Proceedings of the Conference on High Performance Graphics
      June 2010
      189 pages

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      Eurographics Association

      Goslar, Germany

      Publication History

      Published: 25 June 2010

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      • Research-article

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      HPG'10
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      HPG'10: High Performance Graphics
      June 25 - 27, 2010
      Saarbrucken, Germany

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      Overall Acceptance Rate 15 of 44 submissions, 34%

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      View all
      • (2022)Training and Predicting Visual Error for Real-Time ApplicationsProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/35226255:1(1-17)Online publication date: 4-May-2022
      • (2019)The camera offset spaceACM Transactions on Graphics10.1145/3355089.335653038:6(1-14)Online publication date: 8-Nov-2019
      • (2019)Visually Lossless Content and Motion Adaptive Shading in GamesProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/33202872:1(1-19)Online publication date: 3-Jun-2019
      • (2018)Shading atlas streamingACM Transactions on Graphics10.1145/3272127.327508737:6(1-16)Online publication date: 4-Dec-2018
      • (2018)Coarse pixel shading with temporal supersamplingProceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games10.1145/3190834.3190850(1-7)Online publication date: 15-May-2018
      • (2016)Texel shadingProceedings of the 37th Annual Conference of the European Association for Computer Graphics: Short Papers10.5555/3059107.3059131(73-76)Online publication date: 9-May-2016
      • (2016)Texture space caching and reconstruction for ray tracingACM Transactions on Graphics10.1145/2980179.298240735:6(1-13)Online publication date: 5-Dec-2016
      • (2014)Deep shading buffers on commodity GPUsACM Transactions on Graphics10.1145/2661229.266124533:6(1-12)Online publication date: 19-Nov-2014
      • (2014)AMFSACM Transactions on Graphics10.1145/2601097.260121433:4(1-12)Online publication date: 27-Jul-2014
      • (2014)Adaptive texture space shading for stochastic renderingComputer Graphics Forum10.1111/cgf.1230333:2(341-350)Online publication date: 1-May-2014
      • Show More Cited By

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