Reducing shading on GPUs using quad-fragment merging

Author:

Fatahalian Kayvon1,Boulos Solomon1,Hegarty James1,Akeley Kurt2,Mark William R.3,Moreton Henry4,Hanrahan Pat1

Affiliation:

1. Stanford University

2. Microsoft Research

3. Intel Labs

4. NVIDIA Corporation

Publisher

Association for Computing Machinery (ACM)

Subject

Computer Graphics and Computer-Aided Design

Reference15 articles.

1. Reality Engine graphics

2. Apodaca A. A. and Gritz L. 2000. Advanced RenderMan: Creating CGI for Motion Pictures. Morgan Kaufmann. Apodaca A. A. and Gritz L. 2000. Advanced RenderMan: Creating CGI for Motion Pictures. Morgan Kaufmann.

3. The Direct3D 10 system

4. The Reyes image rendering architecture

5. The triangle processor and normal vector shader

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1. Tile Pair-Based Adaptive Multi-Rate Stereo Shading;IEEE Transactions on Visualization and Computer Graphics;2020-06-01

2. Compressed Coverage Masks for Path Rendering on Mobile GPUs;IEEE Transactions on Visualization and Computer Graphics;2016-10-01

3. Masked depth culling for graphics hardware;ACM Transactions on Graphics;2015-11-04

4. Compressed coverage masks for path rendering on mobile GPUs;Proceedings of the 19th Symposium on Interactive 3D Graphics and Games;2015-02-27

5. Deep shading buffers on commodity GPUs;ACM Transactions on Graphics;2014-11-19

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