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dc.contributor.authorHillesland, Karl E.en_US
dc.contributor.authorYang, J. C.en_US
dc.contributor.editorT. Bashford-Rogers and L. P. Santosen_US
dc.date.accessioned2016-04-26T07:56:15Z
dc.date.available2016-04-26T07:56:15Z
dc.date.issued2016en_US
dc.identifier.issn1017-4656en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egsh.20161018en_US
dc.description.abstractWe have developed a texture space shading system built on modern graphics hardware. It begins with a conventional rasterization stage, but records texel accesses as shading work rather than running a shade per pixel. Shading is performed by a separate compute stage, storing the results in a texture. As a baseline, the texels correspond to those required for mipmapped texturing. A final stage collects data from the texture. Storing results in a texture allows for reuse across frames. We also show how adapting shade rate to less than once per pixel further increases performance. We vary shading load to show when these techniques provide a performance win, with up to 4.1x speedup in our experiments at shading times less than 4 ms.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectColoren_US
dc.subjectshadingen_US
dc.subjectshadowingen_US
dc.subjectand textureen_US
dc.titleTexel Shadingen_US
dc.description.seriesinformationEG 2016 - Short Papersen_US
dc.description.sectionheadersRenderingen_US
dc.identifier.doi10.2312/egsh.20161018en_US
dc.identifier.pages73-76en_US


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