
|
|
|
| Title | Fragment-Parallel Composite and Filter
(Article) |
| in | Computer Graphics Forum (Proceedings of EGSR 2010) |
| Author(s) |
Anjul Patney, Stanley Tzeng, John D. Owens |
| Editor(s) |
Jason Lawrence, Marc Stamminger |
| Keyword(s) | Programmable Pipelines, GPU Computing, Fragments, Composite, Filter, Blend |
| Year |
June 2010
|
| Location | Saarbruecken, Germany |
| Date | June 28-30, 2010 |
| Volume | 29 |
| Number | 4 |
| Publisher | Eurographics Association |
| URL | http://tinyurl.com/fpc-egsr |
| Pages | 1251--1258 |
| BibTeX |  |
| Abstract |
We present a strategy for parallelizing the composite and filter operations suitable for an order-independent rendering pipeline implemented on a modern graphics processor. Conventionally, this task is parallelized across pixels/subpixels, but serialized along individual depth layers. However, our technique extends the domain of parallelization to individual fragments (samples), avoiding a serial dependence on the number of depth layers, which can be a constraint for scenes with high depth complexity. As a result, our technique scales with the number of fragments and can sustain a consistent and predictable throughput in scenes with both low and high depth complexity, including those with a high variability of depth complexity within a single frame. We demonstrate composite/filter performance in excess of 50M fragments/sec for scenes with more than 1500 semi-transparent layers.
|
| Note |
Figure 3 shows the same diagram for both (a) and (b). Part (b) should instead be the parallel implementation. The updated Figure 3 (b) can be obtained here: http://idav.ucdavis.edu/~anjul/slides/Patney-FPC10-Fig3b.pdf
|