Decoupled deferred shading for hardware rasterization

Gabor Liktor, C. Dachsbacher
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引用次数: 52

Abstract

In this paper we present decoupled deferred shading: a rendering technique based on a new data structure called compact geometry buffer, which stores shading samples independently from the visibility. This enables caching and efficient reuse of shading computation, e.g. for stochastic rasterization techniques. In contrast to previous methods, our decoupled shading can be efficiently implemented on current graphics hardware. We describe two variants which differ in the way the shading samples are cached: the first maintains a single cache for the entire image in global memory, while the second pursues a tile-based approach leveraging local memory of the GPU's multiprocessors. We demonstrate the application of decoupled deferred shading to speed up the rendering in applications with stochastic supersampling, depth of field, and motion blur.
为硬件栅格化解耦延迟着色
在本文中,我们提出了解耦延迟着色:一种基于称为紧凑几何缓冲区的新数据结构的渲染技术,它独立于可见性存储着色样本。这使得缓存和有效地重用阴影计算,例如随机光栅化技术。与以前的方法相比,我们的解耦着色可以在当前的图形硬件上有效地实现。我们描述了两种不同的阴影样本缓存方式:第一种在全局内存中维护整个图像的单个缓存,而第二种则采用基于tile的方法,利用GPU的多处理器的本地内存。我们演示了解耦延迟着色在随机超采样、景深和运动模糊应用中的应用,以加快渲染速度。
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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