Backwards Memory Allocation and Improved OIT

dc.contributor.authorKnowles, Pyarelalen_US
dc.contributor.authorLeach, Geoffen_US
dc.contributor.authorZambetta, Fabioen_US
dc.contributor.editorBruno Levy and Xin Tong and KangKang Yinen_US
dc.date.accessioned2014-01-27T18:18:15Z
dc.date.available2014-01-27T18:18:15Z
dc.date.issued2013en_US
dc.description.abstractOrder independent transparency (OIT) is a graphics technique which sorts surfaces per-pixel for correct alpha blending. The sorting stage requires relatively large amounts of temporary memory in shaders that is usually conservatively allocated at a maximum, which impacts occupancy and performance. To address this issue we introduce backwards memory allocation (BMA), a strategy which creates a set of shaders with varying static allocation size in lieu of dynamic allocation. Batches of threads are then executed directly with the appropriate shader. This also allows optimizations for each generated shader such as choosing the sorting algorithm based on allocation size with no additional overhead. BMA gives both a more flexible OIT (BMA-OIT) for dynamic scenes of varying depth complexity and up to a 3x speedup.en_US
dc.description.seriesinformationPacific Graphics Short Papersen_US
dc.identifier.isbn978-3-905674-50-7en_US
dc.identifier.urihttps://doi.org/10.2312/PE.PG.PG2013short.059-064en_US
dc.publisherThe Eurographics Associationen_US
dc.titleBackwards Memory Allocation and Improved OITen_US
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