Runtime Shader Simplification via Instant Search in Reduced Optimization Space
dc.contributor.author | Yuan, Yazhen | en_US |
dc.contributor.author | Wang, Rui | en_US |
dc.contributor.author | Hu, Tianlei | en_US |
dc.contributor.author | Bao, Hujun | en_US |
dc.contributor.editor | Jakob, Wenzel and Hachisuka, Toshiya | en_US |
dc.date.accessioned | 2018-07-01T07:23:21Z | |
dc.date.available | 2018-07-01T07:23:21Z | |
dc.date.issued | 2018 | |
dc.description.abstract | Traditional automatic shader simplification simplifies shaders in an offline process, which is typically carried out in a contextoblivious manner or with the use of some example contexts, e.g., certain hardware platforms, scenes, and uniform parameters, etc. As a result, these pre-simplified shaders may fail at adapting to runtime changes of the rendering context that were not considered in the simplification process. In this paper, we propose a new automatic shader simplification technique, which explores two key aspects of a runtime simplification framework: the optimization space and the instant search for optimal simplified shaders with runtime context. The proposed technique still requires a preprocess stage to process the original shader. However, instead of directly computing optimal simplified shaders, the proposed preprocess generates a reduced shader optimization space. In particular, two heuristic estimates of the quality and performance of simplified shaders are presented to group similar variants into representative ones, which serve as basic graph nodes of the simplification dependency graph (SDG), a new representation of the optimization space. At the runtime simplification stage, a parallel discrete optimization algorithm is employed to instantly search in the SDG for optimal simplified shaders. New data-driven cost models are proposed to predict the runtime quality and performance of simplified shaders on the basis of data collected during runtime. Results show that the selected simplifications of complex shaders achieve 1.6 to 2.5 times speedup and still retain high rendering quality. | en_US |
dc.description.number | 4 | |
dc.description.sectionheaders | Real-time Rendering | |
dc.description.seriesinformation | Computer Graphics Forum | |
dc.description.volume | 37 | |
dc.identifier.doi | 10.1111/cgf.13482 | |
dc.identifier.issn | 1467-8659 | |
dc.identifier.pages | 143-154 | |
dc.identifier.uri | https://doi.org/10.1111/cgf.13482 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.1111/cgf13482 | |
dc.publisher | The Eurographics Association and John Wiley & Sons Ltd. | en_US |
dc.subject | Computing methodologies | |
dc.subject | Shader simplification | |
dc.subject | Runtime optimization | |
dc.title | Runtime Shader Simplification via Instant Search in Reduced Optimization Space | en_US |