2019
DOI: 10.1145/3320287
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Visually Lossless Content and Motion Adaptive Shading in Games

Abstract: We present a technique that adaptively adjusts the shading rate during rendering based on the scene content and motion. Our goal is to improve performance with no loss in perceived quality. We determine per-screen-tile shading rate by testing an error estimate against a perceptually-corrected just-noticeable difference threshold. Our design features an effective and efficient error estimate using spatial and frequency analysis of half and quarter rate shading. We also study the effect of motion in reducing per… Show more

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Cited by 14 publications
(9 citation statements)
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“…For a comparative study, we picked two state-of-the-art models [Denes et al 2020] and [Yang et al 2019]. It should be noted that neither of these models (or any other model to our knowledge) is designed to predict our kind of data.…”
Section: Camojab Results and Comparisonmentioning
confidence: 99%
See 4 more Smart Citations
“…For a comparative study, we picked two state-of-the-art models [Denes et al 2020] and [Yang et al 2019]. It should be noted that neither of these models (or any other model to our knowledge) is designed to predict our kind of data.…”
Section: Camojab Results and Comparisonmentioning
confidence: 99%
“…[Denes et al 2020] is a perceptually based model derived through extensive psychophysical experiments, however, it is content-independent. [Yang et al 2019] though content dependent, does not take display and viewing conditions into consideration. Furthermore, it is designed for a specific task to give quality scores for only full, half, and quarter shading resolution and not a continuous scale.…”
Section: Camojab Results and Comparisonmentioning
confidence: 99%
See 3 more Smart Citations