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AMFS: Adaptive Multi-Frequency Shading for Future Graphics Processors

Clarberg, Petrik ; Toth, Robert ; Hasselgren, Jon ; Nilsson, Jim and Akenine-Möller, Tomas LU (2014) In ACM Transactions on Graphics 33(4). p.141-141
Abstract
We propose a powerful hardware architecture for pixel shading, which enables flexible control of shading rates and automatic shading reuse between triangles in tessellated primitives. The main goal is efficient pixel shading for moderately to finely tessellated geometry, which is not handled well by current GPUs. Our method effectively decouples the cost of pixel shading from the geometric complexity. It thereby enables a wider use of tessellation and fine geometry, even at very limited power budgets. The core idea is to shade over small local grids in parametric patch space, and reuse shading for nearby samples. We also support the decomposition of shaders into multiple parts, which are shaded at different frequencies. Shading rates can... (More)
We propose a powerful hardware architecture for pixel shading, which enables flexible control of shading rates and automatic shading reuse between triangles in tessellated primitives. The main goal is efficient pixel shading for moderately to finely tessellated geometry, which is not handled well by current GPUs. Our method effectively decouples the cost of pixel shading from the geometric complexity. It thereby enables a wider use of tessellation and fine geometry, even at very limited power budgets. The core idea is to shade over small local grids in parametric patch space, and reuse shading for nearby samples. We also support the decomposition of shaders into multiple parts, which are shaded at different frequencies. Shading rates can be locally and adaptively controlled, in order to direct the computations to visually important areas and to provide performance scaling with a graceful degradation of quality. Another important benefit of shading in patch space is that it allows efficient rendering of distribution effects, which further closes the gap between real-time and offline rendering. (Less)
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author
; ; ; and
organization
publishing date
type
Contribution to journal
publication status
published
subject
keywords
graphics hardware, pixel shading, tessellation, GPU
in
ACM Transactions on Graphics
volume
33
issue
4
pages
141 - 141
publisher
Association for Computing Machinery (ACM)
external identifiers
  • wos:000340000100108
  • scopus:84905741346
ISSN
0730-0301
DOI
10.1145/2601097.2601214
language
English
LU publication?
yes
id
d57051c4-f657-4e2f-b1bc-9df16e1bd9fc (old id 4662554)
date added to LUP
2016-04-01 14:41:22
date last changed
2022-05-08 00:10:59
@article{d57051c4-f657-4e2f-b1bc-9df16e1bd9fc,
  abstract     = {{We propose a powerful hardware architecture for pixel shading, which enables flexible control of shading rates and automatic shading reuse between triangles in tessellated primitives. The main goal is efficient pixel shading for moderately to finely tessellated geometry, which is not handled well by current GPUs. Our method effectively decouples the cost of pixel shading from the geometric complexity. It thereby enables a wider use of tessellation and fine geometry, even at very limited power budgets. The core idea is to shade over small local grids in parametric patch space, and reuse shading for nearby samples. We also support the decomposition of shaders into multiple parts, which are shaded at different frequencies. Shading rates can be locally and adaptively controlled, in order to direct the computations to visually important areas and to provide performance scaling with a graceful degradation of quality. Another important benefit of shading in patch space is that it allows efficient rendering of distribution effects, which further closes the gap between real-time and offline rendering.}},
  author       = {{Clarberg, Petrik and Toth, Robert and Hasselgren, Jon and Nilsson, Jim and Akenine-Möller, Tomas}},
  issn         = {{0730-0301}},
  keywords     = {{graphics hardware; pixel shading; tessellation; GPU}},
  language     = {{eng}},
  number       = {{4}},
  pages        = {{141--141}},
  publisher    = {{Association for Computing Machinery (ACM)}},
  series       = {{ACM Transactions on Graphics}},
  title        = {{AMFS: Adaptive Multi-Frequency Shading for Future Graphics Processors}},
  url          = {{http://dx.doi.org/10.1145/2601097.2601214}},
  doi          = {{10.1145/2601097.2601214}},
  volume       = {{33}},
  year         = {{2014}},
}