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SIGGRAPH 2010 Reducing Shading on GPUs Using Quad-Fragment Merging

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. Outline. Motivation System Results Conclusion. Highly Detailed Surfaces.

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SIGGRAPH 2010 Reducing Shading on GPUs Using Quad-Fragment Merging

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  1. 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

  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 • 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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