dc.date.accessioned | 2010-03-29T18:45:17Z | |
dc.date.accessioned | 2018-11-26T22:26:15Z | |
dc.date.available | 2010-03-29T18:45:17Z | |
dc.date.available | 2018-11-26T22:26:15Z | |
dc.date.issued | 2010-03-29 | |
dc.identifier.citation | RAGAN-KELLEY, J., LEHTINEN, J., CHEN, J., DOGGETT, M., and DURAND, F. 2010. Decoupled Sampling for Real-Time Graphics Pipelines. MIT Computer Science and Artificial Intelligence Laboratory Technical Report Series, MIT-CSAIL-TR-2010-015. | |
dc.identifier.uri | http://hdl.handle.net/1721.1/53330 | |
dc.identifier.uri | http://repository.aust.edu.ng/xmlui/handle/1721.1/53330 | |
dc.description.abstract | We propose decoupled sampling, an approach that decouples shading from visibility sampling in order to enable motion blur and depth-of-field at reduced cost. More generally, it enables extensions of modern real-time graphics pipelines that provide controllable shading rates to trade off quality for performance. It can be thought of as a generalization of GPU-style multisample antialiasing (MSAA) to support unpredictable shading rates, with arbitrary mappings from visibility to shading samples as introduced by motion blur, depth-of-field, and adaptive shading. It is inspired by the Reyes architecture in offline rendering, but targets real-time pipelines by driving shading from visibility samples as in GPUs, and removes the need for micropolygon dicing or rasterization. Decoupled Sampling works by defining a many-to-one hash from visibility to shading samples, and using a buffer to memoize shading samples and exploit reuse across visibility samples. We present extensions of two modern GPU pipelines to support decoupled sampling: a GPU-style sort-last fragment architecture, and a Larrabee-style sort-middle pipeline. We study the architectural implications and derive end-to-end performance estimates on real applications through an instrumented functional simulator. We demonstrate high-quality motion blur and depth-of-field, as well as variable and adaptive shading rates. | en_US |
dc.format.extent | 16 p. | en_US |
dc.rights | Creative Commons Attribution-Share Alike 3.0 Unported | en |
dc.rights.uri | http://creativecommons.org/licenses/by-sa/3.0/ | |
dc.subject | Computer Graphics | en_US |
dc.subject | Graphics Systems | en_US |
dc.subject | Graphics Hardware | en_US |
dc.title | Decoupled Sampling for Real-Time Graphics Pipelines | en_US |