An Improved Shading Cache for Modern GPUs

dc.contributor.authorSitthi-amorn, Pitchayaen_US
dc.contributor.authorLawrence, Jasonen_US
dc.contributor.authorYang, Leien_US
dc.contributor.authorSander, Pedro V.en_US
dc.contributor.authorNehab, Diegoen_US
dc.contributor.editorDavid Luebke and John Owensen_US
dc.date.accessioned2013-10-28T10:19:28Z
dc.date.available2013-10-28T10:19:28Z
dc.date.issued2008en_US
dc.description.abstractSeveral recently proposed techniques based on the principle of data reprojection allow reusing shading information generated in one frame to accelerate the calculation of the shading in the following frame. This strategy can significantly reduce the average rendering cost for many important real-time effects at an acceptable level of approximation error. This paper analyzes the overhead associated with incorporating temporal data reprojection on modern GPUs. Based on this analysis, we propose an alternative algorithm to those previously described in the literature and measure its efficiency for multiple scenes and hardware platforms.en_US
dc.description.seriesinformationGraphics Hardwareen_US
dc.identifier.isbn978-3-905674-09-5en_US
dc.identifier.issn1727-3471en_US
dc.identifier.urihttps://doi.org/10.2312/EGGH/EGGH08/095-101en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Display algorithms I.3.1 [Computer Graphics]: Graphics processorsen_US
dc.titleAn Improved Shading Cache for Modern GPUsen_US
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