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dc.contributor.authorMallett, Ianen_US
dc.contributor.authorYuksel, Cemen_US
dc.contributor.authorSeiler, Larryen_US
dc.contributor.editorYuksel, Cem and Membarth, Richard and Zordan, Victoren_US
dc.date.accessioned2020-10-30T18:18:24Z
dc.date.available2020-10-30T18:18:24Z
dc.date.issued2020
dc.identifier.issn2577-6193
dc.identifier.urihttps://doi.org/10.1145/3406184
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1145/3406184
dc.description.abstractAdaptive shading is an effective mechanism for reducing the number of shaded pixels to a subset of the image resolution with minimal impact on final rendering quality. We present a new scheduling method based on on-chip tiles that, along with relatively minor modifications to the GPU architecture, provides efficient hardware support. As compared to software implementations on current hardware using compute shaders, our approach dramatically reduces memory bandwidth requirements, thereby significantly improving performance and energy use. We also introduce the concept of a fragment pre-shader for programmatically controlling when a fragment shader is invoked, and describe advanced techniques for utilizing our approach to further reduce the number of shaded pixels via temporal filtering, or to adjust rendering quality to maintain stable framerates.en_US
dc.publisherACMen_US
dc.subjectComputing methodologies
dc.subjectGraphics processors
dc.subjectRasterization.
dc.subjectdeferred shading
dc.subjectadaptive shading
dc.subjectgraphics hardware
dc.titleEfficient Adaptive Deferred Shading with Hardware Scatter Tilesen_US
dc.description.seriesinformationProceedings of the ACM on Computer Graphics and Interactive Techniques
dc.description.sectionheadersHigh-Performance Rendering
dc.description.volume3
dc.description.number2
dc.identifier.doi10.1145/3406184


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