Stream Compaction for Deferred Shading
Jared Hoberock, Victor Lu, Yuntao Jia, John C. Hart
High-Performance Graphics, 2009, pp. 173--180.
Abstract: The GPU leverages SIMD efficiency when shading because it rasterizes a triangle at a time, running the same shader on all of its fragments. Ray tracing sacrifices this shader coherence, and the result is that SIMD units often must run different shaders simultaneously resulting in serialization. We study this problem and define a new measure called heterogeneous efficiency to measure SIMD divergence among multiple shaders of different complexities in a ray tracing application. We devise seven different algorithms for scheduling shaders onto SIMD processors to avoid divergence. In all but simply shaded scenes, we show the expense of sorting shaders pays off with better overall shading performance.
Article URL: http://diglib.eg.org/EG/DL/WS/EGGH/HPG09/173-180.pdf
BibTeX format:
@inproceedings{Hoberock:2009:SCF,
  author = {Jared Hoberock and Victor Lu and Yuntao Jia and John C. Hart},
  title = {Stream Compaction for Deferred Shading},
  booktitle = {High-Performance Graphics},
  pages = {173--180},
  year = {2009},
}
Search for more articles by Jared Hoberock.
Search for more articles by Victor Lu.
Search for more articles by Yuntao Jia.
Search for more articles by John C. Hart.

Return to the search page.


graphbib: Powered by "bibsql" and "SQLite3."