High-Performance Graphics 2014
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Browsing High-Performance Graphics 2014 by Subject "Hardware Architecture"
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Item Coarse Pixel Shading(The Eurographics Association, 2014) Vaidyanathan, Karthik; Salvi, Marco; Toth, Robert; Foley, Tim; Akenine-Möller, Tomas; Nilsson, Jim; Munkberg, Jacob; Hasselgren, Jon; Sugihara, Masamichi; Clarberg, Petrik; Janczak, Tomasz; Lefohn, Aaron; Ingo Wald and Jonathan Ragan-KelleyWe 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 introduces different mechanisms for programmable control of the shading rate, which enables efficient shading in several scenarios, e.g., rendering for high pixel density displays, foveated rendering, and adaptive shading for motion and defocus blur. We also support shading at multiple rates in a single pass, which allows the user to compute different shading terms at rates better matching their frequency content.Item Reduced Precision for Hardware Ray Tracing in GPUs(The Eurographics Association, 2014) Keely, Sean; Ingo Wald and Jonathan Ragan-KelleyWe propose a high performance, GPU integrated, hardware ray tracing system. We present and make use of a new analysis of ray traversal in axis aligned bounding volume hierarchies. This analysis enables compact traversal hardware through the use of reduced precision arithmetic. We also propose a new cache based technique for scheduling ray traversal. With the addition of our compact fixed function traversal unit and cache mechanism, we show that current GPU architectures are well suited for hardware accelerated ray tracing, requiring only small modifications to provide high performance. By making use of existing GPU resources we are able to keep all rays and scheduling traffic on chip and out of caches. We used simulations to estimate the performance of our architecture. Our system achieves an average ray rate of 3.4 billion rays per second while path tracing our test scenes.