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dc.contributor.authorVaidyanathan, Karthiken_US
dc.contributor.authorSalvi, Marcoen_US
dc.contributor.authorToth, Roberten_US
dc.contributor.authorFoley, Timen_US
dc.contributor.authorAkenine-Möller, Tomasen_US
dc.contributor.authorNilsson, Jimen_US
dc.contributor.authorMunkberg, Jacoben_US
dc.contributor.authorHasselgren, Jonen_US
dc.contributor.authorSugihara, Masamichien_US
dc.contributor.authorClarberg, Petriken_US
dc.contributor.authorJanczak, Tomaszen_US
dc.contributor.authorLefohn, Aaronen_US
dc.contributor.editorIngo Wald and Jonathan Ragan-Kelleyen_US
dc.date.accessioned2015-07-06T15:26:30Z
dc.date.available2015-07-06T15:26:30Z
dc.date.issued2014en_US
dc.identifier.isbn978-3-905674-60-6en_US
dc.identifier.issn2079-8679en_US
dc.identifier.urihttp://dx.doi.org/10.2312/hpg.20141089en_US
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/hpg.20141089
dc.description.abstractWe present a novel architecture for flexible control of shading rates in a GPU pipeline, and demonstrate substantially reduced shading costs for various applications. We decouple shading and visibility by restricting and quantizing shading rates to a finite set of screen-aligned grids, leading to simpler and fewer changes to the GPU pipeline compared to alternative approaches. Our architecture introduces different mechanisms for programmable control of the shading rate, which enables efficient shading in several scenarios, e.g., rendering for high pixel density displays, foveated rendering, and adaptive shading for motion and defocus blur. We also support shading at multiple rates in a single pass, which allows the user to compute different shading terms at rates better matching their frequency content.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.1 [Computer Graphics]en_US
dc.subjectHardware Architectureen_US
dc.subjectGraphics processorsen_US
dc.titleCoarse Pixel Shadingen_US
dc.description.seriesinformationEurographics/ ACM SIGGRAPH Symposium on High Performance Graphicsen_US


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