SIGGRAPH 2010 Reducing Shading on GPUs Using Quad-Fragment Merging
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SIGGRAPH 2010 Reducing Shading on GPUs Using Quad-Fragment Merging. Kayvon Fatahalian Solomon Boulos James Hegarty Kurt Akeley William R. Mark Henry Moreton Pat Hanrahan JAEHYUN CHO. Outline. Motivation System Results Conclusion. Highly Detailed Surfaces.
SIGGRAPH 2010 Reducing Shading on GPUs Using Quad-Fragment Merging
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Presentation Transcript
SIGGRAPH 2010 Reducing Shading on GPUs Using Quad-Fragment Merging Kayvon Fatahalian Solomon Boulos James Hegarty Kurt Akeley William R. Mark Henry Moreton Pat Hanrahan JAEHYUN CHO
Outline • Motivation • System • Results • Conclusion
GPU Rendering Pipeline • Quad-fragments • Fragments in 2 x 2 pixel blocks • Quad pipeline in current GPUs • Generate quad-fragment per triangle
Quad-fragment Shading How many shadings occur per pixel?
Pixels at triangle boundaries are shaded multiple times Over Shade
Main Idea • Goal • Shade once per pixel • Solution • Merge quad-fragments
Quad-fragment Merging Pipeline Reduce # of quad-fragments
Anti-aliasing Effect Triangle Mesh Final Pixels Anti-aliasing
Aliasing Effect on Naive Merging Triangle Mesh Final Pixels Aliasing
Conditions for Merging • Triangles should be connected via edges • Triangles have the same sideness • Either front or back-facing
Visual Quality Merging No merging
Shading Computations Merging No merging • 1/2 pixel size triangles • Merging : 8.5x less shading
Conclusions • Contribution • Faster than No merge GPU rendering • No radical changes to current pipeline • Limitation • Motion/focal blur
Q & A Thank You