Tuesday, June 21, 2011

Spotted: Renderer decouples shader and visibility sampling

Decoupled sampling for graphics pipelines

Jonathan Ragan-Kelley, Jaakko Lehtinen, Jiawen Chen, Michael Doggett, Frédo Durand

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 introduced by motion and defocus blur and adaptive shading. It works by defining a many-to-one hash from visibility to shading samples, and using a buffer to memoize shading samples and exploit reuse across visibility samples.

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