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Efficient adaptive tiling for programmable rendering

Published: 18 February 2011 Publication History

Abstract

In this paper we explore strategies for screen-space tiling in programmable rendering pipelines on modern GPUs. The need for tiling arises from the inherent unpredictability of workload size in many rendering pipelines. While it additionally also reduces the bandwidth demand of the rendering operations and increases locality of memory accesses, we focus on meeting resource limits in programmable rendering. We show that by ensuring load balance, dynamic tiling in a modern programmable GPU pipeline delivers performance improvements over traditional static tiling techniques. We explore prediction and splitting algorithms for adaptive tiling schemes and demonstrate that even approximate estimates of tile bounds can reduce tiling overhead. We evaluate the above optimizations by implementing them for a three GPU-based tiled renderers while keeping our observations general enough so that they are applicable to other forms of rendering as well.

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  • (2013)Depth-Fighting Aware Methods for Multifragment RenderingIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2012.30019:6(967-977)Online publication date: 1-Jun-2013

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cover image ACM Conferences
I3D '11: Symposium on Interactive 3D Graphics and Games
February 2011
207 pages
ISBN:9781450305655
DOI:10.1145/1944745

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 18 February 2011

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I3D '11
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I3D '11: Symposium on Interactive 3D Graphics and Games
February 18 - 20, 2011
California, San Francisco

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I3D '11 Paper Acceptance Rate 24 of 64 submissions, 38%;
Overall Acceptance Rate 148 of 485 submissions, 31%

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Cited By

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  • (2013)Depth-Fighting Aware Methods for Multifragment RenderingIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2012.30019:6(967-977)Online publication date: 1-Jun-2013

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