The Reyes image rendering architecture
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
View interpolation for image synthesis
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Priority rendering with a virtual reality address recalculation pipeline
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Frameless rendering: double buffering considered harmful
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Visual navigation of large environments using textured clusters
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
PLDI '96 Proceedings of the ACM SIGPLAN 1996 conference on Programming language design and implementation
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Hierarchical image caching for accelerated walkthroughs of complex environments
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Talisman: commodity realtime 3D graphics for the PC
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Proceedings of the 1997 symposium on Interactive 3D graphics
InfiniteReality: a real-time graphics system
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Radiance interpolants for accelerated bounded-error ray tracing
ACM Transactions on Graphics (TOG)
ACM Transactions on Graphics (TOG)
Models of light reflection for computer synthesized pictures
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
Interactive global illumination in dynamic scenes
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Generating Exact Ray-Traced Animation Frames by Reprojection
IEEE Computer Graphics and Applications
On-the-Fly Texture Computation for Real-Time Surface Shading
IEEE Computer Graphics and Applications
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Tapestry: A Dynamic Mesh-based Display Representation for Interactive Rendering
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Walkthroughs with Corrective Texturing
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Automatic shader level of detail
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Billboard clouds for extreme model simplification
ACM SIGGRAPH 2003 Papers
An efficient spatio-temporal architecture for animation rendering
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Exploiting Temporal Coherence in Final Gathering for Dynamic Scenes
CGI '04 Proceedings of the Computer Graphics International
User-configurable automatic shader simplification
ACM SIGGRAPH 2005 Papers
Compilers: Principles, Techniques, and Tools (2nd Edition)
Compilers: Principles, Techniques, and Tools (2nd Edition)
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
The lightspeed automatic interactive lighting preview system
ACM SIGGRAPH 2007 papers
Accelerating real-time shading with reverse reprojection caching
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
An improved shading cache for modern GPUs
Proceedings of the 23rd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
IEEE Transactions on Visualization and Computer Graphics
Geometry-aware framebuffer level of detail
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Radiance cache splatting: a GPU-friendly global illumination algorithm
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Interactive rendering using the render cache
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Pixel-correct shadow maps with temporal reprojection and shadow test confidence
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
An efficient multi-view rasterization architecture
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
ACM SIGGRAPH Asia 2009 papers
Spatio-temporal upsampling on the GPU
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Exploiting temporal coherence in real-time rendering
ACM SIGGRAPH ASIA 2010 Courses
Image-based bidirectional scene reprojection
Proceedings of the 2011 SIGGRAPH Asia Conference
Genetic programming for shader simplification
Proceedings of the 2011 SIGGRAPH Asia Conference
ACM SIGGRAPH 2012 Courses
Temporal Coherence Methods in Real-Time Rendering
Computer Graphics Forum
Fast percentage closer soft shadows using temporal coherence
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Lazy incremental computation for efficient scene graph rendering
Proceedings of the 5th High-Performance Graphics Conference
ACM SIGGRAPH 2013 Courses
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We present a framework and supporting algorithms to automate the use of temporal data reprojection as a general tool for optimizing procedural shaders. Although the general strategy of caching and reusing expensive intermediate shading calculations across consecutive frames has previously been shown to provide an effective trade-off between speed and accuracy, the critical choices of what to reuse and at what rate to refresh cached entries have been left to a designer. The fact that these decisions require a deep understanding of a procedure's semantic structure makes it challenging to select optimal candidates among possibly hundreds of alternatives. Our automated approach relies on parametric models of the way possible caching decisions affect the shader's performance and visual fidelity. These models are trained using a sample rendering session and drive an interactive profiler in which the user can explore the error/performance trade-offs associated with incorporating temporal reprojection. We evaluate the proposed models and selection algorithm with a prototype system used to optimize several complex shaders and compare our approach to current alternatives.