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dc.contributor.authorBrunhaver, John S.en_US
dc.contributor.authorFatahalian, Kayvonen_US
dc.contributor.authorHanrahan, Paten_US
dc.contributor.editorMichael Doggett and Samuli Laine and Warren Hunten_US
dc.date.accessioned2013-10-28T10:21:20Z
dc.date.available2013-10-28T10:21:20Z
dc.date.issued2010en_US
dc.identifier.isbn978-3-905674-26-2en_US
dc.identifier.issn2079-8687en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGGH/HPG10/001-009en_US
dc.description.abstractCurrent GPUs rasterize micropolygons (polygons approximately one pixel in size) inefficiently. Additionally, they do not natively support triangle rasterization with jittered sampling, defocus, or motion blur. We perform a microarchitectural study of fixed-function micropolygon rasterization using custom circuits. We present three rasterization designs: the first optimized for triangle micropolygons that are not blurred, a second for stochastic rasterization of micropolygons with motion and defocus blur, and third that is a hybrid combination of the two. Our designs achieve high area and power efficiency by using low-precision operations and rasterizing pairs of adjacent triangles in parallel. We demonstrate optimized designs synthesized in a 45 nm process showing that a micropolygon rasterization unit with a throughput of 3 billion micropolygons per second would consume 2.9 W and occupy 4.1 mm2 which is 0.77 percent of the die area of a GeForce GTX 480 GPU.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.1 [Computer Graphics]: Graphics processors I.3.7 Three-Dimensional Graphics and Realismen_US
dc.titleHardware Implementation of Micropolygon Rasterization with Motion and Defocus Bluren_US
dc.description.seriesinformationHigh Performance Graphicsen_US


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