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AMFS: Adaptive Multi-Frequency Shading for Future Graphics Processors

机译:AMFS:适用于未来图形处理器的自适应多频阴影

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摘要

We propose a powerful hardware architecture for pixel shading,rnwhich enables flexible control of shading rates and automatic shadingrnreuse between triangles in tessellated primitives. The main goalrnis efficient pixel shading for moderately to finely tessellated geometry,rnwhich is not handled well by current GPUs. Our methodrneffectively decouples the cost of pixel shading from the geometricrncomplexity. It thereby enables a wider use of tessellation and finerngeometry, even at very limited power budgets. The core idea is tornshade over small local grids in parametric patch space, and reusernshading for nearby samples. We also support the decompositionrnof shaders into multiple parts, which are shaded at different frequencies.rnShading rates can be locally and adaptively controlled, inrnorder to direct the computations to visually important areas and tornprovide performance scaling with a graceful degradation of quality.rnAnother important benefit of shading in patch space is that it allowsrnefficient rendering of distribution effects, which further closes therngap between real-time and offline rendering.
机译:我们提出了一种强大的像素着色硬件架构,它可以灵活控制着色速率,并在镶嵌图元中的三角形之间自动重用阴影。适用于中度到精细细分几何的主要目标效率像素着色,目前的GPU无法很好地处理。我们的方法有效地使像素着色的成本与几何复杂度脱钩。因此,即使在非常有限的功率预算下,它也可以更广泛地使用镶嵌和精细几何图形。核心思想是在参数补丁空间中的小型局部网格上撕裂阴影,并为附近的样本重新使用阴影。我们还支持将分解着色器着色器分成多个部分,并以不同的频率进行着色.rn着色率可以在本地进行自适应控制,从而可以将计算定向到视觉上重要的区域,并在不影响质量的情况下提供性能缩放.rn的另一个重要好处是补丁空间中的阴影是因为它允许有效地分布效果渲染,从而进一步关闭了实时渲染和离线渲染之间的联系。

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