2008
DOI: 10.1145/1409060.1409080
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Automated reprojection-based pixel shader optimization

Abstract: 10% 5% 0% Figure 1: Several optimization results produced with our system. Each image compares (top) an input pixel shader to (bottom) a version modified to cache and reuse some partial shading computation over consecutive frames. Our system automatically selects the intermediate values to be reused and the rate at which cached entries are refreshed so as to maximize performance improvement while minimizing (inset) the visual error injected into the final shading. AbstractWe present a framework and supporting … Show more

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Cited by 26 publications
(16 citation statements)
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References 39 publications
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“…Thereafter, to adapt to more changes in the input, Nehab et al [2007] proposed a reprojection-based shader optimization method that uses a screen buffer to cache optimized values. This method was extended to automate the use of data reprojection as a general and practical tool for optimizing procedural shaders [Sitthi-amorn et al 2008]. More recently, a Genetic Programming based shader simplification scheme was proposed to select optimal shaders that balance between performance and image quality [Sitthi-Amorn et al 2011].…”
Section: Related Workmentioning
confidence: 99%
See 2 more Smart Citations
“…Thereafter, to adapt to more changes in the input, Nehab et al [2007] proposed a reprojection-based shader optimization method that uses a screen buffer to cache optimized values. This method was extended to automate the use of data reprojection as a general and practical tool for optimizing procedural shaders [Sitthi-amorn et al 2008]. More recently, a Genetic Programming based shader simplification scheme was proposed to select optimal shaders that balance between performance and image quality [Sitthi-Amorn et al 2011].…”
Section: Related Workmentioning
confidence: 99%
“…Similarly, our approach leverages code analysis techniques, but distinguishes itself from previous approaches in that ours seeks to not only optimize computational operations in the fragment shader, but also distribute computations across different stages of shaders. Our method uses additional buffers to store approximated surface signals, which bears some similarity with those cache-based reprojection methods [Nehab et al 2007;Sitthi-amorn et al 2008]. However, the representation and the way we use these buffers are totally different.…”
Section: Related Workmentioning
confidence: 99%
See 1 more Smart Citation
“…Most incremental techniques in computer graphics [Laine et al 2007;Ragan-Kelley et al 2007;Sitthi-amorn et al 2008] use algorithms very specialized to their task. In contrast to this, we try to use the more extensible basis of dependency graphs.…”
Section: Microsoft's Windows Presentation Foundation (Wpf) [Microsoftmentioning
confidence: 99%
“…Fortunately, it is often the case that at any given surface point, expensive elements of the surface shading (such as albedo) vary slowly or are constant over time. A number of techniques can automatically factor a procedural shader into static and dynamic layers [Guenter 1994;Jones et al 2000;Sitthi-amorn et al 2008]. Our idea is to sample the static and weakly dynamic layers at a lower temporal rate to achieve a higher spatial sampling rate for the same computational budget.…”
Section: Introductionmentioning
confidence: 99%