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Reducing shading on GPUs using quad-fragment merging

Published:26 July 2010Publication History
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Abstract

Current GPUs perform a significant amount of redundant shading when surfaces are tessellated into small triangles. We address this inefficiency by augmenting the GPU pipeline to gather and merge rasterized fragments from adjacent triangles in a mesh. This approach has minimal impact on output image quality, is amenable to implementation in fixed-function hardware, and, when rendering pixel-sized triangles, requires only a small amount of buffering to reduce overall pipeline shading work by a factor of eight. We find that a fragment-shading pipeline with this optimization is competitive with the REYES pipeline approach of shading at micropolygon vertices and, in cases of complex occlusion, can perform up to two times less shading work.

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      cover image ACM Transactions on Graphics
      ACM Transactions on Graphics  Volume 29, Issue 4
      July 2010
      942 pages
      ISSN:0730-0301
      EISSN:1557-7368
      DOI:10.1145/1778765
      Issue’s Table of Contents

      Copyright © 2010 ACM

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      Publication History

      • Published: 26 July 2010
      Published in tog Volume 29, Issue 4

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