Efficient Partitioning of Fragment Shaders for Multipass Rendering on Programmable Graphics Hardware
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Date
2002
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
Abstract
Real-time programmable graphics hardware has resource constraints that prevent complex shaders from rendering in a single pass. One way to virtualize these resources is to partition shading computations into multiple passes, each of which satisfies the given constraints. Many such partitions exist for a shader, but it is important to find one that renders efficiently. We present Recursive Dominator Split (RDS), a polynomial-time algorithm that uses a cost model to find near-optimal partitions of arbitrarily complex shaders. Using a simulator, we analyze partitions for architectures with different resource constraints and show that RDS performs well on different graphics architectures. We also demonstrate that shader partitions computed by RDS can run efficiently on programmable graphics hardware available today.
Description
@inproceedings{:10.2312/EGGH/EGGH02/069-078,
booktitle = {SIGGRAPH/Eurographics Workshop on Graphics Hardware},
editor = {Thomas Ertl and Wolfgang Heidrich and Michael Doggett},
title = {{Efficient Partitioning of Fragment Shaders for Multipass Rendering on Programmable Graphics Hardware}},
author = {Chan, Eric and Ng, Ren and Sen, Pradeep and Proudfoot, Kekoa and Hanrahan, Pat},
year = {2002},
publisher = {The Eurographics Association},
ISSN = {1727-3471},
ISBN = {1-58113-580-1},
DOI = {/10.2312/EGGH/EGGH02/069-078}
}