Hierarchical Z-buffer visibility
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
A Sorting Classification of Parallel Rendering
IEEE Computer Graphics and Applications
Ray tracing on programmable graphics hardware
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
PCU: the programmable culling unit
ACM SIGGRAPH 2007 papers
Stochastic rasterization using time-continuous triangles
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Fast non-linear projections using graphics hardware
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Larrabee: a many-core x86 architecture for visual computing
ACM SIGGRAPH 2008 papers
GRAMPS: A programming model for graphics pipelines
ACM Transactions on Graphics (TOG)
Understanding the efficiency of ray traversal on GPUs
Proceedings of the Conference on High Performance Graphics 2009
FreePipe: a programmable parallel rendering architecture for efficient multi-fragment effects
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Reducing shading on GPUs using quad-fragment merging
ACM SIGGRAPH 2010 papers
Decoupled sampling for graphics pipelines
ACM Transactions on Graphics (TOG)
Speeding up large-scale geospatial polygon rasterization on GPGPUs
Proceedings of the ACM SIGSPATIAL Second International Workshop on High Performance and Distributed Geographic Information Systems
3D rasterization: a bridge between rasterization and ray casting
Proceedings of Graphics Interface 2012
High-quality curve rendering using line sampled visibility
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
High-quality parallel depth-of-field using line samples
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
GPUDet: a deterministic GPU architecture
Proceedings of the eighteenth international conference on Architectural support for programming languages and operating systems
Fast deformation of volume data using tetrahedral mesh rasterization
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
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In this paper, we implement an efficient, completely software-based graphics pipeline on a GPU. Unlike previous approaches, we obey ordering constraints imposed by current graphics APIs, guarantee hole-free rasterization, and support multisample antialiasing. Our goal is to examine the performance implications of not exploiting the fixed-function graphics pipeline, and to discern which additional hardware support would benefit software-based graphics the most. We present significant improvements over previous work in terms of scalability, performance, and capabilities. Our pipeline is malleable and easy to extend, and we demonstrate that in a wide variety of test cases its performance is within a factor of 2--8x compared to the hardware graphics pipeline on a top of the line GPU. Our implementation is open sourced and available at http://code.google.com/p/cudaraster/