Decoupled sampling for graphics pipelines

  title={Decoupled sampling for graphics pipelines},
  author={Jonathan Ragan-Kelley and Jaakko Lehtinen and Jiawen Chen and Michael C. Doggett and Fr{\'e}do Durand},
  journal={ACM Trans. Graph.},
We propose a generalized approach to decoupling shading from visibility sampling in graphics pipelines, which we call decoupled sampling. Decoupled sampling enables stochastic supersampling of motion and defocus blur at reduced shading cost, as well as controllable or adaptive shading rates which trade off shading quality for performance. It can be thought of as a generalization of multisample antialiasing (MSAA) to support complex and dynamic mappings from visibility to shading samples, as… 

A sort-based deferred shading architecture for decoupled sampling

An architectural view of the problem is taken and a novel hardware architecture for efficient shading in the context of stochastic rendering is proposed, replacing previous caching mechanisms by a sorting step to extract coherence, thereby ensuring that only non-occluded samples are shaded.

Deep shading buffers on commodity GPUs

This paper proposes one such algorithm that leverages the capability of modern GPUs to perform unordered memory accesses from within shaders, and shows examples of interactive stochastic and interleaved rasterization, as well as ray tracing.

Decoupled deferred shading for hardware rasterization

In this paper we present decoupled deferred shading: a rendering technique based on a new data structure called compact geometry buffer, which stores shading samples independently from the

Adaptive texture space shading for stochastic rendering

This work presents a novel technique for reusing shading in a stochastic rasterizer that runs at real‐time frame rates and is up to 3 × faster than previous methods.

Coarse Pixel Shading

This work 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.

Aggregate G-Buffer Anti-Aliasing -Extended Version-

We present Aggregate G-Buffer Anti-Aliasing (AGAA), a new technique for efficient anti-aliased deferred rendering of complex geometry using modern graphics hardware. In geometrically complex

SnakeBinning: Efficient Temporally Coherent Triangle Packing for Shading Streaming

This work presents an efficient triangle packing approach that adjusts sample distributions and caters for temporal coherence, and builds on top of hardware supported real‐time rendering where bins are mapped to individual pixels in a virtual framebuffer.

Extending the graphics pipeline with adaptive, multi-rate shading

New shading language abstractions are designed that simplify development of shaders for this system, and adaptive techniques that use these mechanisms to reduce the number of instructions performed during shading by more than a factor of three while maintaining high image quality are designed.

Aggregate G-buffer anti-aliasing

Aggregate G-Buffer Anti-Aliasing (AGAA) is presented, a new technique for efficient anti-aliased deferred rendering of complex geometry using modern graphics hardware that reduces the storage and bandwidth costs of a geometry buffer, and allows scaling to high visibility sampling rates forAnti-aliasing.

Coarse pixel shading with temporal supersampling

This paper extends coarse pixel shading with a temporal supersampling scheme that notably improves image quality and demonstrates a substantial reduction in shading cost compared to checkerboard rendering.



A lazy object-space shading architecture with decoupled sampling

The Reyes object-space shading approach is modified to address two inefficiencies that result from performing shading calculations at micropolygon grid vertices prior to rasterization, and decoupling geometric sampling rate from shading rate permits the use of meshes containing an order of magnitude fewer vertices with minimal loss of image quality in test scenes.

Accelerating real-time shading with reverse reprojection caching

A caching scheme based on reverse reprojection which allows pixel shaders to store and reuse calculations performed at visible surface points is investigated and offers substantial performance gains for many common real-time effects, including precomputed global lighting effects, stereoscopic rendering, motion blur, depth of field, and shadow mapping.

Geometry‐Aware Framebuffer Level of Detail

A framebuffer level of detail algorithm for controlling the pixel workload in an interactive rendering application is introduced and a feature‐preserving reconstruction technique is used that more faithfully approximates the shading near depth and normal discontinuities.

Reducing shading on GPUs using quad-fragment merging

It is found that a fragment-shading pipeline with this optimization is competitive with the REYES pipeline approach of shading at micropolygon vertices and, in cases of complex occlusion, can perform up to two times less shading work.

Real-time Reyes-style adaptive surface subdivision

A GPU based implementation of Reyes-style adaptive surface subdivision, known in Reyes terminology as the Bound/Split and Dice stages, is presented, indicating that real-time Reyes subdivision can indeed be obtained on today's GPUs.

Stochastic rasterization using time-continuous triangles

We present a novel algorithm for stochastic rasterization which can rasterize triangles with attributes depending on a parameter, t, varying continuously from t = 0 to t = 1 inside a single frame.

Space-time hierarchical occlusion culling for micropolygon rendering with motion blur

The tz-pyramid allows occlusion culling to adapt to the amount of scene motion, providing a balance of high efficacy with large motion and low cost in terms of depth comparisons when motion is small.

Designing graphics architectures around scalability and communication

An extended taxonomy of parallel graphics architecture is introduced that more fully distinguishes architectures based on their sorting communication, paying particular attention to the difference between sorting fragments after rasterization, and sorting samples after fragments are merged with the framebuffer.

The lightspeed automatic interactive lighting preview system

An automated approach for high-quality preview of feature-film rendering during lighting design and a new structure, the indirect framebuffer, that decouples shading samples from final pixels and allows a deep-framebuffer to handle antialiasing, motion blur and transparency efficiently.

The accumulation buffer: hardware support for high-quality rendering

A system architecture that supports realtime generation of complex images, efficient generation of extremely high-quality images, and a smooth trade-off between the two based on the paradigm of integration with an additional high-precision image buffer.