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Visually Lossless Content and Motion Adaptive Shading in Games

Published: 03 June 2019 Publication History

Abstract

We present a technique that adaptively adjusts the shading rate during rendering based on the scene content and motion. Our goal is to improve performance with no loss in perceived quality. We determine per-screen-tile shading rate by testing an error estimate against a perceptually-corrected just-noticeable difference threshold. Our design features an effective and efficient error estimate using spatial and frequency analysis of half and quarter rate shading. We also study the effect of motion in reducing perceived error, a consequence of display-persistence and/or motion blur effects. Our implementation uses the computed per-tile shading rate with variable rate shading (a recent GPU feature) to lower shading cost. We demonstrate the quality and performance of our technique on two high-end game engines and shipped games.

Supplementary Material

yang (yang.zip)
Supplemental movie, appendix, image and software files for, Gradient Estimation for Realtime Adaptive Temporal Filtering

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    cover image Proceedings of the ACM on Computer Graphics and Interactive Techniques
    Proceedings of the ACM on Computer Graphics and Interactive Techniques  Volume 2, Issue 1
    May 2019
    132 pages
    EISSN:2577-6193
    DOI:10.1145/3339245
    Issue’s Table of Contents
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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    New York, NY, United States

    Publication History

    Published: 03 June 2019
    Published in PACMCGIT Volume 2, Issue 1

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    Author Tags

    1. adaptive shading
    2. frequency domain
    3. image quality
    4. motion blur
    5. perception
    6. rasterization
    7. real-time rendering
    8. rendering optimization
    9. variable rate shading

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    Cited By

    View all
    • (2024)Differentiable Geodesic Distance for Intrinsic Minimization on Triangle MeshesACM Transactions on Graphics10.1145/365812243:4(1-14)Online publication date: 19-Jul-2024
    • (2022)A moving eulerian-lagrangian particle method for thin film and foam simulationACM Transactions on Graphics10.1145/3528223.353017441:4(1-17)Online publication date: 22-Jul-2022
    • (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
    • (2021)Perceptual model for adaptive local shading and refresh rateACM Transactions on Graphics10.1145/3478513.348051440:6(1-18)Online publication date: 10-Dec-2021
    • (2021)Temporally Adaptive Shading Reuse for Real-Time Rendering and Virtual RealityACM Transactions on Graphics10.1145/344679040:2(1-14)Online publication date: 27-Apr-2021

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