Reducing shading on GPUs using quad-fragment merging

K. Fatahalian, S. Boulos, James Hegarty, K. Akeley, W. Mark, Henry P. Moreton, P. Hanrahan
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引用次数: 42

Abstract

Current GPUs perform a significant amount of redundant shading when surfaces are tessellated into small triangles. We address this inefficiency by augmenting the GPU pipeline to gather and merge rasterized fragments from adjacent triangles in a mesh. This approach has minimal impact on output image quality, is amenable to implementation in fixed-function hardware, and, when rendering pixel-sized triangles, requires only a small amount of buffering to reduce overall pipeline shading work by a factor of eight. We find that a fragment-shading pipeline with this optimization is competitive with the REYES pipeline approach of shading at micropolygon vertices and, in cases of complex occlusion, can perform up to two times less shading work.
使用四片段合并减少gpu上的阴影
当表面被镶嵌成小三角形时,当前的gpu执行大量的冗余阴影。我们通过增加GPU管道来收集和合并网格中相邻三角形的栅格化碎片来解决这种低效率问题。这种方法对输出图像质量的影响最小,可以在固定功能的硬件中实现,并且在渲染像素大小的三角形时,只需要少量的缓冲就可以将整个管道着色工作减少8倍。我们发现,具有这种优化的片段着色管道与REYES管道方法在微多边形顶点上的着色具有竞争力,并且在复杂遮挡的情况下,可以执行最多两倍的着色工作。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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