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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2010
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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. |
first_indexed | 2024-09-23T15:58:43Z |
id | mit-1721.1/53330 |
institution | Massachusetts Institute of Technology |
last_indexed | 2024-09-23T15:58:43Z |
publishDate | 2010 |
record_format | dspace |
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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