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Reducing shading on GPUs using quad-fragment merging

Published: 26 July 2010 Publication History

Abstract

Current GPUs perform a significant amount of redundant shading when surfaces are tessellated into small triangles. We address this inefficiency by augmenting the GPU pipeline to gather and merge rasterized fragments from adjacent triangles in a mesh. This approach has minimal impact on output image quality, is amenable to implementation in fixed-function hardware, and, when rendering pixel-sized triangles, requires only a small amount of buffering to reduce overall pipeline shading work by a factor of eight. We find that a fragment-shading pipeline with this optimization is competitive with the REYES pipeline approach of shading at micropolygon vertices and, in cases of complex occlusion, can perform up to two times less shading work.

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    Published In

    cover image ACM Transactions on Graphics
    ACM Transactions on Graphics  Volume 29, Issue 4
    July 2010
    942 pages
    ISSN:0730-0301
    EISSN:1557-7368
    DOI:10.1145/1778765
    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 ACM 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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    Publication History

    Published: 26 July 2010
    Published in TOG Volume 29, Issue 4

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    Author Tags

    1. GPU architecture
    2. micropolygons
    3. real-time rendering

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    • (2020)Tile Pair-Based Adaptive Multi-Rate Stereo ShadingIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2018.288331426:6(2303-2314)Online publication date: 1-Jun-2020
    • (2016)Masked software occlusion cullingProceedings of High Performance Graphics10.5555/2977336.2977340(23-31)Online publication date: 20-Jun-2016
    • (2016)Compressed Coverage Masks for Path Rendering on Mobile GPUsIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2016.251699022:10(2229-2238)Online publication date: 1-Oct-2016
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    • (2015)Compressed coverage masks for path rendering on mobile GPUsProceedings of the 19th Symposium on Interactive 3D Graphics and Games10.1145/2699276.2699291(101-108)Online publication date: 27-Feb-2015
    • (2015)A performance and energy evaluation of many-light rendering algorithmsThe Visual Computer: International Journal of Computer Graphics10.1007/s00371-014-1046-y31:12(1671-1681)Online publication date: 1-Dec-2015
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    • (2014)Interactive shape modeling using a skeleton-mesh co-representationACM Transactions on Graphics10.1145/2601097.260122633:4(1-10)Online publication date: 27-Jul-2014
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