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Automated Reprojection-Based Pixel Shader Optimization - Lei Yang
Related Work: Code Simplification • Replace subexpressions with simpler expressions • Automatic shader level of detail [Olano et al. 2003] • User-configurable automatic simplification [Pellacini 2005]
Related Work: Dynamic Resizing • Render scene to lo-res off-screen buffer and upsample to target resolution • InfiniteReality system [Montrym et al. 1997] • Geometry-aware resizing [Yang et al. 2008]
Related Work: Temporal Reprojection • Reuse partial shading calculations across consecutive frames • Temporal reprojection caches [Nehab et al. 2007, Scherzer et al. 2007, Sitthi-amorn et al. 2008]
Background: Temporal Reprojection
Background: Temporal Reprojection
Background: Temporal Reprojection
Background: Temporal Reprojection
Background: Cache Refresh • Cached entries will become stale due to changes in shader inputs and from resampling error
Background: Cache Refresh • Explicitly recompute cached values within a pre-defined refresh period (Δn)
Background: Cache Refresh • Explicitly recompute cached values within a pre-defined refresh period (Δn)
Goal of this Work • Automate allocation of a shading cache
Goal of this Work • Identify a node render time
and refresh period that minimizes and approximation error
Summary • A method for automatically allocating a pixel cache • Models of the error and performance of different caching decisions • Interactive profiler allows user to set the expected error and automatically returns the best node and refresh period
Future Work • Online analysis and allocation • Caching multiple nodes • A more compact shading cache • Alternative parameterization strategies • Automatic level of detail
Acknowledgements • AMD/ATI for test scenes • NVIDIA for funding • NSF CAREER award CCF-0747220 • RGC CERG grant #619207