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A Sorting Classification of Parallel Rendering
IEEE Computer Graphics and Applications
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SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
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ACM Transactions on Graphics (TOG)
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ACM SIGGRAPH 2009 papers
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ACM SIGGRAPH 2010 papers
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ACM SIGGRAPH 2010 papers
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Proceedings of the Conference on High Performance Graphics
Subpixel reconstruction antialiasing for deferred shading
I3D '11 Symposium on Interactive 3D Graphics and Games
Decoupled sampling for graphics pipelines
ACM Transactions on Graphics (TOG)
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EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
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Adaptive image space shading for motion and defocus blur
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
Clustered deferred and forward shading
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
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Computer Graphics Forum
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ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
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ACM SIGGRAPH 2013 Posters
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In this paper we present decoupled deferred shading: a rendering technique based on a new data structure called compact geometry buffer, which stores shading samples independently from the visibility. This enables caching and efficient reuse of shading computation, e.g. for stochastic rasterization techniques. In contrast to previous methods, our decoupled shading can be efficiently implemented on current graphics hardware. We describe two variants which differ in the way the shading samples are cached: the first maintains a single cache for the entire image in global memory, while the second pursues a tile-based approach leveraging local memory of the GPU's multiprocessors. We demonstrate the application of decoupled deferred shading to speed up the rendering in applications with stochastic supersampling, depth of field, and motion blur.