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Extending the Graphics Pipeline with Adaptive, Multi-Rate Shading

机译:通过自适应多速率阴影扩展图形管线

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Due to complex shaders and high-resolution displays (particularlyrnon mobile graphics platforms), fragment shading often dominatesrnthe cost of rendering in games. To improve the efficiency of shadingrnon GPUs, we extend the graphics pipeline to natively supportrntechniques that adaptively sample components of the shading functionrnmore sparsely than per-pixel rates. We perform an extensivernstudy of the challenges of integrating adaptive, multi-rate shadingrninto the graphics pipeline, and evaluate two- and three-rate implementationsrnthat we believe are practical evolutions of modern GPUrndesigns. We design new shading language abstractions that simplifyrndevelopment of shaders for this system, and design adaptiverntechniques that use these mechanisms to reduce the number of instructionsrnperformed during shading by more than a factor of threernwhile maintaining high image quality.
机译:由于复杂的着色器和高分辨率显示器(尤其是非移动图形平台),片段着色通常在游戏渲染成本中占主导地位。为了提高阴影技术GPU的效率,我们将图形流水线扩展到了原生支持技术,该技术比每像素速率稀疏地自适应地采样阴影功能的成分。我们对将自适应多速率阴影集成到图形管线中所面临的挑战进行了广泛的研究,并评估了我们认为是现代GPU设计的实际发展的二速率和三速率实现。我们设计了新的着色语言抽象,以简化该系统的着色器开发,并设计自适应技术,这些技术使用这些机制将着色期间执行的指令数量减少三分之二以上,同时保持高图像质量。

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