Decoupled Sampling for Real-Time Graphics Pipelines

We propose decoupled sampling, an approach that decouples shading from visibility sampling in order to enable motion blur and depth-of-field at reduced cost. More generally, it enables extensions of modern real-time graphics pipelines that provide controllable shading rates to trade off quality for...

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Main Authors: Ragan-Kelley, Jonathan, Doggett, Michael, Lehtinen, Jaakko, Chen, Jiawen, Durand, Fredo
Other Authors: Fredo Durand
Published: 2010
Subjects:
Online Access:http://hdl.handle.net/1721.1/53330
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author Ragan-Kelley, Jonathan
Doggett, Michael
Lehtinen, Jaakko
Chen, Jiawen
Durand, Fredo
author2 Fredo Durand
author_facet Fredo Durand
Ragan-Kelley, Jonathan
Doggett, Michael
Lehtinen, Jaakko
Chen, Jiawen
Durand, Fredo
author_sort Ragan-Kelley, Jonathan
collection MIT
description We propose decoupled sampling, an approach that decouples shading from visibility sampling in order to enable motion blur and depth-of-field at reduced cost. More generally, it enables extensions of modern real-time graphics pipelines that provide controllable shading rates to trade off quality for performance. It can be thought of as a generalization of GPU-style multisample antialiasing (MSAA) to support unpredictable shading rates, with arbitrary mappings from visibility to shading samples as introduced by motion blur, depth-of-field, and adaptive shading. It is inspired by the Reyes architecture in offline rendering, but targets real-time pipelines by driving shading from visibility samples as in GPUs, and removes the need for micropolygon dicing or rasterization. Decoupled Sampling works by defining a many-to-one hash from visibility to shading samples, and using a buffer to memoize shading samples and exploit reuse across visibility samples. We present extensions of two modern GPU pipelines to support decoupled sampling: a GPU-style sort-last fragment architecture, and a Larrabee-style sort-middle pipeline. We study the architectural implications and derive end-to-end performance estimates on real applications through an instrumented functional simulator. We demonstrate high-quality motion blur and depth-of-field, as well as variable and adaptive shading rates.
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spelling mit-1721.1/533302019-04-11T03:50:47Z Decoupled Sampling for Real-Time Graphics Pipelines Ragan-Kelley, Jonathan Doggett, Michael Lehtinen, Jaakko Chen, Jiawen Durand, Fredo Fredo Durand Computer Graphics Computer Graphics Graphics Systems Graphics Hardware We propose decoupled sampling, an approach that decouples shading from visibility sampling in order to enable motion blur and depth-of-field at reduced cost. More generally, it enables extensions of modern real-time graphics pipelines that provide controllable shading rates to trade off quality for performance. It can be thought of as a generalization of GPU-style multisample antialiasing (MSAA) to support unpredictable shading rates, with arbitrary mappings from visibility to shading samples as introduced by motion blur, depth-of-field, and adaptive shading. It is inspired by the Reyes architecture in offline rendering, but targets real-time pipelines by driving shading from visibility samples as in GPUs, and removes the need for micropolygon dicing or rasterization. Decoupled Sampling works by defining a many-to-one hash from visibility to shading samples, and using a buffer to memoize shading samples and exploit reuse across visibility samples. We present extensions of two modern GPU pipelines to support decoupled sampling: a GPU-style sort-last fragment architecture, and a Larrabee-style sort-middle pipeline. We study the architectural implications and derive end-to-end performance estimates on real applications through an instrumented functional simulator. We demonstrate high-quality motion blur and depth-of-field, as well as variable and adaptive shading rates. 2010-03-29T18:45:17Z 2010-03-29T18:45:17Z 2010-03-29 http://hdl.handle.net/1721.1/53330 RAGAN-KELLEY, J., LEHTINEN, J., CHEN, J., DOGGETT, M., and DURAND, F. 2010. Decoupled Sampling for Real-Time Graphics Pipelines. MIT Computer Science and Artificial Intelligence Laboratory Technical Report Series, MIT-CSAIL-TR-2010-015. MIT-CSAIL-TR-2010-015 Creative Commons Attribution-Share Alike 3.0 Unported http://creativecommons.org/licenses/by-sa/3.0/ 16 p. application/pdf
spellingShingle Computer Graphics
Graphics Systems
Graphics Hardware
Ragan-Kelley, Jonathan
Doggett, Michael
Lehtinen, Jaakko
Chen, Jiawen
Durand, Fredo
Decoupled Sampling for Real-Time Graphics Pipelines
title Decoupled Sampling for Real-Time Graphics Pipelines
title_full Decoupled Sampling for Real-Time Graphics Pipelines
title_fullStr Decoupled Sampling for Real-Time Graphics Pipelines
title_full_unstemmed Decoupled Sampling for Real-Time Graphics Pipelines
title_short Decoupled Sampling for Real-Time Graphics Pipelines
title_sort decoupled sampling for real time graphics pipelines
topic Computer Graphics
Graphics Systems
Graphics Hardware
url http://hdl.handle.net/1721.1/53330
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