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Advances in Real-Time Rendering in Games: Pixel Synchronization: Solving old graphics problems with new data structures

In this SIGGRAPH 2013 session, we will introduce a new synchronization primitive for pixel shaders that enables a whole new way of attacking graphics problems on the GPU. The new method is easy to use, requires a fixed amount of memory and provides stable and consistent performance. Several applications will be detailed and demonstrated in real-time, including programmable blending, single pass…
Autor: Marco Salvi (Intel) Zuletzt aktualisiert am 02.07.2015 - 14:50
Article

Avoiding Texture Seams by Discarding Filter Taps

Mapping textures to complex objects is a non-trivial task. It is often desirable or even necessary to map separate textures to different parts of an object, but it may be difficult to obtain high-quality texture filtering across the seams where textures meet. Existing real-time methods either require significant amounts of memory, prohibit use of wide texture filters, or have a high complexity.…
Autor: Robert Toth (Intel) Zuletzt aktualisiert am 02.07.2015 - 13:33
Article

Adaptive Texture Space Shading for Stochastic Rendering

When rendering effects such as motion blur and defocus blur, shading can become very expensive if done in a naïve 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…
Autor: Magnus Andersson (Intel) Zuletzt aktualisiert am 02.07.2015 - 13:32
Article

Layered Reflective Shadow Maps for Voxel-based Indirect Illumination

We introduce a novel voxel-based algorithm that interactively simulates both diffuse and glossy single-bounce indirect illumination. Our algorithm generates high quality images similar to the reference solution while using only a fraction of the memory of previous methods. The key idea in our work is to decouple occlusion data, stored in voxels, from lighting and geometric data, encoded in a new…
Autor: Masamichi Sugihara (Intel) Zuletzt aktualisiert am 02.07.2015 - 13:26
Article

Coarse Pixel Shading

We present a novel architecture for flexible control of shading rates in a GPU pipeline, and demonstrate substantially reduced shading costs for various applications. We decouple shading and visibility by restricting and quantizing shading rates to a finite set of screen-aligned grids, leading to simpler and fewer changes to the GPU pipeline compared to alternative approaches. Our architecture…
Autor: Karthik Vaidyanathan (Intel) Zuletzt aktualisiert am 02.07.2015 - 13:24
Article

Layered Reconstruction for Defocus and Motion Blur

Light field reconstruction algorithms can substantially decrease the noise in stochastically rendered images. Recent algorithms for defocus blur alone are both fast and accurate. However, motion blur is a considerably more complex type of camera effect, and as a consequence, current algorithms are either slow or too imprecise to use in high quality rendering. We extend previous work on real-time…
Autor: Jacob Munkberg (Intel) Zuletzt aktualisiert am 02.07.2015 - 13:19
Article

AMFS: Adaptive Multi-Frequency Shading for Future Graphics Processors

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.
Autor: Franz Clarberg (Intel) Zuletzt aktualisiert am 02.07.2015 - 13:17
Article

Deep Shading Buffers on Commodity GPUs

In this paper, we propose an algorithm that leverages the capability of modern GPUs to perform unordered memory accesses from within shaders.
Autor: Franz Clarberg (Intel) Zuletzt aktualisiert am 02.07.2015 - 13:16
Article

Practical Layered Reconstruction for Defocus and Motion Blur

We present several practical improvements to a recent layered reconstruction algorithm for defocus and motion blur. We leverage hardware texture filters, layer merging and sparse statistics to reduce computational complexity. Furthermore, we restructure the algorithm for better load-balancing on graphics processors, albeit at increased memory usage. We show performance gains of 2 - 5x with an…
Autor: Jon Hasselgren (Intel) Zuletzt aktualisiert am 02.07.2015 - 13:15
Article

Removing CPU-GPU sync stalls in Galactic Civilizations* 3

Galactic Civilizations* 3 is a turn-based 4X strategy game recently released by Stardock Entertainment. This article describes how Intel® INDE Graphics Performance Analyzer's (GPA) Platform Analyzer was used to improve the game's performance by finding and removing several CPU-GPU sync stalls that had caused a loss of parallelism between the CPU and GPU.
Autor: Raja Bala (Intel) Zuletzt aktualisiert am 02.07.2015 - 11:36
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