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Adaptive texture space shading for stochastic rendering

Andersson, Magnus LU ; Hasselgren, J.; Toth, R. and Akenine-Möller, Tomas LU (2014) In Computer Graphics Forum 33(2). p.341-350
Abstract
When rendering effects such as motion blur and defocus blur, shading can become very expensive if done in a naive way, i.e. shading each visibility sample. To improve performance, previous work often decouple shading from visibility sampling using shader caching algorithms. We present a novel technique for reusing shading in a stochastic rasterizer. Shading is computed hierarchically and sparsely in an object-space texture, and by selecting an appropriate mipmap level for each triangle, we ensure that the shading rate is sufficiently high so that no noticeable blurring is introduced in the rendered image. Furthermore, with a two-pass algorithm, we separate shading from reuse and thus avoid GPU thread synchronization. Our method runs at... (More)
When rendering effects such as motion blur and defocus blur, shading can become very expensive if done in a naive way, i.e. shading each visibility sample. To improve performance, previous work often decouple shading from visibility sampling using shader caching algorithms. We present a novel technique for reusing shading in a stochastic rasterizer. Shading is computed hierarchically and sparsely in an object-space texture, and by selecting an appropriate mipmap level for each triangle, we ensure that the shading rate is sufficiently high so that no noticeable blurring is introduced in the rendered image. Furthermore, with a two-pass algorithm, we separate shading from reuse and thus avoid GPU thread synchronization. Our method runs at real-time frame rates and is up to 3 x faster than previous methods. This is an important step forward for stochastic rasterization in real time. (Less)
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author
organization
publishing date
type
Contribution to journal
publication status
published
subject
in
Computer Graphics Forum
volume
33
issue
2
pages
341 - 350
publisher
Wiley-Blackwell
external identifiers
  • wos:000337543000035
  • scopus:84901824796
ISSN
1467-8659
DOI
10.1111/cgf.12303
language
English
LU publication?
yes
id
543fd9ee-b932-4022-bba1-6fcbfb455542 (old id 4609746)
date added to LUP
2014-08-22 15:12:33
date last changed
2017-09-24 03:24:57
@article{543fd9ee-b932-4022-bba1-6fcbfb455542,
  abstract     = {When rendering effects such as motion blur and defocus blur, shading can become very expensive if done in a naive way, i.e. shading each visibility sample. To improve performance, previous work often decouple shading from visibility sampling using shader caching algorithms. We present a novel technique for reusing shading in a stochastic rasterizer. Shading is computed hierarchically and sparsely in an object-space texture, and by selecting an appropriate mipmap level for each triangle, we ensure that the shading rate is sufficiently high so that no noticeable blurring is introduced in the rendered image. Furthermore, with a two-pass algorithm, we separate shading from reuse and thus avoid GPU thread synchronization. Our method runs at real-time frame rates and is up to 3 x faster than previous methods. This is an important step forward for stochastic rasterization in real time.},
  author       = {Andersson, Magnus and Hasselgren, J. and Toth, R. and Akenine-Möller, Tomas},
  issn         = {1467-8659},
  language     = {eng},
  number       = {2},
  pages        = {341--350},
  publisher    = {Wiley-Blackwell},
  series       = {Computer Graphics Forum},
  title        = {Adaptive texture space shading for stochastic rendering},
  url          = {http://dx.doi.org/10.1111/cgf.12303},
  volume       = {33},
  year         = {2014},
}