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Reducing Shading on GPUs Using Quad-Fragment Merging JAEHYUN CHO

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Presentation on theme: "Reducing Shading on GPUs Using Quad-Fragment Merging JAEHYUN CHO"— Presentation transcript:

1 Reducing Shading on GPUs Using Quad-Fragment Merging JAEHYUN CHO
SIGGRAPH 2010 Reducing Shading on GPUs Using Quad-Fragment Merging Kayvon Fatahalian Solomon Boulos James Hegarty Kurt Akeley William R. Mark Henry Moreton Pat Hanrahan JAEHYUN CHO 1

2 Outline Motivation System Results Conclusion

3 Highly Detailed Surfaces

4 GPU Rendering Pipeline
Quad-fragments Fragments in 2 x 2 pixel blocks Quad pipeline in current GPUs Generate quad-fragment per triangle

5 Quad-fragment Shading

6 Quad-fragment Shading
How many shadings occur per pixel?

7 Pixels at triangle boundaries are shaded multiple times
Over Shade

8 Pixels at triangle boundaries are shaded multiple times

9 Over-shade in GPU pipeline

10 Main Idea Goal Shade once per pixel Solution Merge quad-fragments

11 Quad-fragment Merging Pipeline
Reduce # of quad-fragments

12 Merging Process

13 Anti-aliasing Effect Triangle Mesh Final Pixels Anti-aliasing

14 Aliasing Effect on Naive Merging
Triangle Mesh Final Pixels Aliasing

15 Conditions for Merging
Triangles should be connected via edges Triangles have the same sideness Either front or back-facing

16 Conditions for Merging

17 Visual Quality Merging No merging

18 Shading Computations Merging No merging 1/2 pixel size triangles
Merging : 8.5x less shading

19 Merging vs No merging

20 Result Scene

21 Merging vs No merging

22 Conclusions Contribution Limitation Faster than No merge GPU rendering
No radical changes to current pipeline Limitation Motion/focal blur

23 Q & A Thank You


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