“Deep shading buffers on commodity GPUs” by Clarberg and Munkberg – ACM SIGGRAPH HISTORY ARCHIVES

“Deep shading buffers on commodity GPUs” by Clarberg and Munkberg

  • 2014 SA Technical Papers Clarberg_Deep Shading Buffers on Commodity GPUs

Conference:


Type(s):


Title:

    Deep shading buffers on commodity GPUs

Session/Category Title:   Vectors and Shaders


Presenter(s)/Author(s):



Abstract:


    Real-time rendering with true motion and defocus blur remains an elusive goal for application developers. In recent years, substantial progress has been made in the areas of rasterization, shading, and reconstruction for stochastic rendering. However, we have yet to see an efficient method for decoupled sampling that can be implemented on current or near-future graphics processors. In this paper, we propose one such algorithm that leverages the capability of modern GPUs to perform unordered memory accesses from within shaders. Our algorithm builds per-pixel primitive lists in canonical shading space. All shading then takes place in a single, non-multisampled forward rendering pass using conservative rasterization. This pass exploits the rasterization and shading hardware to perform shading very efficiently, and only samples that are visible in the final image are shaded. Last, the shading samples are gathered and filtered to create the final image. The input to our algorithm can be generated using a variety of methods, of which we show examples of interactive stochastic and interleaved rasterization, as well as ray tracing.

References:


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