An Improved Shading Cache for Modern GPUs
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Date
2008Author
Sitthi-amorn, Pitchaya
Lawrence, Jason
Yang, Lei
Sander, Pedro V.
Nehab, Diego
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Show full item recordAbstract
Several recently proposed techniques based on the principle of data reprojection allow reusing shading information generated in one frame to accelerate the calculation of the shading in the following frame. This strategy can significantly reduce the average rendering cost for many important real-time effects at an acceptable level of approximation error. This paper analyzes the overhead associated with incorporating temporal data reprojection on modern GPUs. Based on this analysis, we propose an alternative algorithm to those previously described in the literature and measure its efficiency for multiple scenes and hardware platforms.
BibTeX
@inproceedings {10.2312:EGGH:EGGH08:095-101,
booktitle = {Graphics Hardware},
editor = {David Luebke and John Owens},
title = {{An Improved Shading Cache for Modern GPUs}},
author = {Sitthi-amorn, Pitchaya and Lawrence, Jason and Yang, Lei and Sander, Pedro V. and Nehab, Diego},
year = {2008},
publisher = {The Eurographics Association},
ISSN = {1727-3471},
ISBN = {978-3-905674-09-5},
DOI = {10.2312/EGGH/EGGH08/095-101}
}
booktitle = {Graphics Hardware},
editor = {David Luebke and John Owens},
title = {{An Improved Shading Cache for Modern GPUs}},
author = {Sitthi-amorn, Pitchaya and Lawrence, Jason and Yang, Lei and Sander, Pedro V. and Nehab, Diego},
year = {2008},
publisher = {The Eurographics Association},
ISSN = {1727-3471},
ISBN = {978-3-905674-09-5},
DOI = {10.2312/EGGH/EGGH08/095-101}
}