Coarse Pixel Shading with Temporal Supersampling

In this sample we extend coarse pixel shading with a temporal supersampling scheme that notably improves image quality and provides substantial reduction in shading cost compared to checkerboard rendering.

The BISTRO sceneFigure 1. The BISTRO scene

  • While CPS reduces the shading up to 4x, it also results in a loss of texture detail and shader aliasing (around shadows, etc).
  • Our technique temporally reconstructs shading samples while preserving the full visibility information.
  • This provides some benefits over 2x checkerboard rendering (CB), which has twice the perframe shading but only half of the visibility samples.
  • It is even simpler to implement than checkerboard rendering, with no need for explicit sample resolving and grid rotation. Given a CPS support (either from 4xMSAA based emulation or native hardware support), you just need to convert your TAA shader to TS (temporal-supersampling) shader with a few steps. See the document of “Convert_TAA_to_TS.pdf” in the CPST_Demo download for details.

Published in i3D 2018

Research Area: Rendering, decoupled shading, anti-aliasing

View Preprint: Coarse Pixel Shading with Temporal Supersampling [9 MB]



Download Source Code: CPST_Demo_v1.0.zip [34.79 MB]

CPST_Demo_v1.0_Assets_Bistro.zip [1012.01 MB]

CPST_Demo_v1.0_Assets_SanMiguel.zip [355.94 MB]



External Links: Submitted version (ACM DL)

This software is subject to the U.S. Export Administration Regulations and other U.S. law, and may not be exported or re-exported to certain countries (Cuba, Iran, North Korea, Sudan, and Syria) or to persons or entities prohibited from receiving U.S. exports (including Denied Parties, Specially Designated Nationals, and entities on the Bureau of Export Administration Entity List or involved with missile technology or nuclear, chemical or biological weapons).

For more complete information about compiler optimizations, see our Optimization Notice.