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dc.contributor.authorBaker, Danielen_US
dc.contributor.authorJarzynski, Marken_US
dc.contributor.editorGhosh, Abhijeeten_US
dc.contributor.editorWei, Li-Yien_US
dc.date.accessioned2022-07-01T15:38:37Z
dc.date.available2022-07-01T15:38:37Z
dc.date.issued2022
dc.identifier.isbn978-3-03868-187-8
dc.identifier.issn1727-3463
dc.identifier.urihttps://doi.org/10.2312/sr.20221163
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/sr20221163
dc.description.abstractWe present a generalized decoupled and object space shading system. This system includes a new layer material system, a dynamic hierarchical sparse shade space allocation system, a GPU shade work dispatcher, and a multi-frame shade work distribution system. Together, these new systems create a generalized solution to decoupled shading, solving both the visibility problem, where shading samples which are not visible are shaded; the overshading and under shading problem, where parts of the scene are shaded at higher or lower number of samples than needed; and the shade allocation problem, where shade samples must be efficiently stored in GPU memory. The generalized decoupled shading system introduced shades and stores only the samples which are actually needed for the rendering a frame, with minimal overshading and no undershading. It does so with minimal overhead, and overall performance is competitive with other rendering techniques on a modern GPU.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCCS Concepts: Computing methodologies --> Rasterization
dc.subjectComputing methodologies
dc.subjectRasterization
dc.titleGeneralized Decoupled and Object Space Shading Systemen_US
dc.description.seriesinformationEurographics Symposium on Rendering
dc.description.sectionheadersIndustry Track Papers
dc.identifier.doi10.2312/sr.20221163
dc.identifier.pages133-143
dc.identifier.pages11 pages


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