Efficient Partitioning of Fragment Shaders for Multipass Rendering on Programmable Graphics Hardware

dc.contributor.authorChan, Ericen_US
dc.contributor.authorNg, Renen_US
dc.contributor.authorSen, Pradeepen_US
dc.contributor.authorProudfoot, Kekoaen_US
dc.contributor.authorHanrahan, Paten_US
dc.contributor.editorThomas Ertl and Wolfgang Heidrich and Michael Doggetten_US
dc.date.accessioned2013-10-28T10:00:21Z
dc.date.available2013-10-28T10:00:21Z
dc.date.issued2002en_US
dc.description.abstractReal-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.en_US
dc.description.seriesinformationSIGGRAPH/Eurographics Workshop on Graphics Hardwareen_US
dc.identifier.isbn1-58113-580-1en_US
dc.identifier.issn1727-3471en_US
dc.identifier.urihttps://doi.org/10.2312/EGGH/EGGH02/069-078en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptorsen_US
dc.subjectI.3.1 [Computer Graphics]en_US
dc.subjectGraphics processorsen_US
dc.subjectG.2.2 [Mathematics of Computing]en_US
dc.subjectGraph Algorithmsen_US
dc.subjectTreesen_US
dc.titleEfficient Partitioning of Fragment Shaders for Multipass Rendering on Programmable Graphics Hardwareen_US
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