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Published byJennifer Johnston Modified over 9 years ago
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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
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Outline Motivation System Results Conclusion
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Highly Detailed Surfaces
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GPU Rendering Pipeline
Quad-fragments Fragments in 2 x 2 pixel blocks Quad pipeline in current GPUs Generate quad-fragment per triangle
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Quad-fragment Shading
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Quad-fragment Shading
How many shadings occur per pixel?
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Pixels at triangle boundaries are shaded multiple times
Over Shade
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Pixels at triangle boundaries are shaded multiple times
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Over-shade in GPU pipeline
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Main Idea Goal Shade once per pixel Solution Merge quad-fragments
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Quad-fragment Merging Pipeline
Reduce # of quad-fragments
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Merging Process
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Anti-aliasing Effect Triangle Mesh Final Pixels Anti-aliasing
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Aliasing Effect on Naive Merging
Triangle Mesh Final Pixels Aliasing
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Conditions for Merging
Triangles should be connected via edges Triangles have the same sideness Either front or back-facing
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Conditions for Merging
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Visual Quality Merging No merging
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Shading Computations Merging No merging 1/2 pixel size triangles
Merging : 8.5x less shading
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Merging vs No merging
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Result Scene
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Merging vs No merging
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Conclusions Contribution Limitation Faster than No merge GPU rendering
No radical changes to current pipeline Limitation Motion/focal blur
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Q & A Thank You
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