The Reyes image rendering architecture
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Pixel-planes 5: a heterogeneous multiprocessor graphics system using processor-enhanced memories
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Comprehensible rendering of 3-D shapes
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
The triangle processor and normal vector shader: a VLSI system for high performance graphics
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Stochastic rasterization using time-continuous triangles
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Exact and error-bounded approximate color buffer compression and decompression
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Efficient depth buffer compression
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Larrabee: a many-core x86 architecture for visual computing
ACM SIGGRAPH 2008 papers
Constructing Sobol Sequences with Better Two-Dimensional Projections
SIAM Journal on Scientific Computing
Floating-point buffer compression in a unified codec architecture
Proceedings of the 23rd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Space-time hierarchical occlusion culling for micropolygon rendering with motion blur
Proceedings of the Conference on High Performance Graphics
A lazy object-space shading architecture with decoupled sampling
Proceedings of the Conference on High Performance Graphics
Real-time stochastic rasterization on conventional GPU architectures
Proceedings of the Conference on High Performance Graphics
A local image reconstruction algorithm for stochastic rendering
I3D '11 Symposium on Interactive 3D Graphics and Games
Temporal light field reconstruction for rendering distribution effects
ACM SIGGRAPH 2011 papers
Clipless dual-space bounds for faster stochastic rasterization
ACM SIGGRAPH 2011 papers
Decoupled sampling for graphics pipelines
ACM Transactions on Graphics (TOG)
Hierarchical stochastic motion blur rasterization
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Depth buffer compression for stochastic motion blur rasterization
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Decoupled deferred shading for hardware rasterization
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Design and novel uses of higher-dimensional rasterization
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
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
Hi-index | 0.00 |
Stochastic sampling in time and over the lens is essential to produce photo-realistic images, and it has the potential to revolutionize real-time graphics. In this paper, we take an architectural view of the problem and propose a novel hardware architecture for efficient shading in the context of stochastic rendering. We replace previous caching mechanisms by a sorting step to extract coherence, thereby ensuring that only non-occluded samples are shaded. The memory bandwidth is kept at a minimum by operating on tiles and using new buffer compression methods. Our architecture has several unique benefits not traditionally associated with deferred shading. First, shading is performed in primitive order, which enables late shading of vertex attributes and avoids the need to generate a G-buffer of pre-interpolated vertex attributes. Second, we support state changes, e.g., change of shaders and resources in the deferred shading pass, avoiding the need for a single über-shader. We perform an extensive architectural simulation to quantify the benefits of our algorithm on real workloads.