2002Defense Technical Information Center (DTIC)Requires access

Efficient partitioning of fragment shaders for multipass rendering on programmable graphics hardware

Eric R. Chan, Ren Ng, Pradeep K. Sen, Kekoa Proudfoot, Pat Hanrahan

Open publisher page 34 citations

Abstract

Real-time programmable graphics hardware has resource constraints that prevent complex shaders from rendering in a single pass. One way to virtualize these resources is to partition shading computations into multiple passes, each of which satisfies the given constraints. Many such partitions exist for a shader but it is important to find one that renders efficiently We present Recursive Dominator Split (RDS), a polynomial-time algorithm that uses a cost model to find near-optimal partitions of arbitrarily complex shaders. Using a simulator we analyze partitions for architectures with different resource constraints and show that-RDS performs well on different graphics architectures. We also demonstrate that shader partitions computed by RDS can run efficiently on programmable graphics hardware available today.

About this research paper

What this paper is about

Real-time programmable graphics hardware has resource constraints that prevent complex shaders from rendering in a single pass. One way to virtualize these resources is to partition shading computations into multiple passes, each of which satisfies the given constraints. Many such partitions exist for a shader but it is important to find one that renders efficiently We present Recursive Dominator Split (RDS), a polynomial-time algorithm that uses a cost model to find near-optimal partitions of arbitrarily complex shaders. Using a simulator we analyze partitions for architectures with different resource constraints and show that-RDS performs well on different graphics architectures. We also demonstrate that shader partitions computed by RDS can run efficiently on programmable graphics hardware available today.

Why it matters

OpenAlex reports 34 citations for this work. Citation counts describe recorded attention and do not establish research quality.

Key contribution

A contribution statement is not available in the OpenAlex record.

Method / approach

Method details are not available in the OpenAlex metadata.

Main findings

Findings are not separately available in the OpenAlex metadata.

Limitations

Limitations are not available in the OpenAlex metadata.

Applications

Application details are not available in the OpenAlex metadata.

Available abstract

Real-time programmable graphics hardware has resource constraints that prevent complex shaders from rendering in a single pass. One way to virtualize these resources is to partition shading computations into multiple passes, each of which satisfies the given constraints. Many such partitions exist for a shader but it is important to find one that renders efficiently We present Recursive Dominator Split (RDS), a polynomial-time algorithm that uses a cost model to find near-optimal partitions of arbitrarily complex shaders. Using a simulator we analyze partitions for architectures with different resource constraints and show that-RDS performs well on different graphics architectures. We also demonstrate that shader partitions computed by RDS can run efficiently on programmable graphics hardware available today.

Key concepts: Shader, Computer science, Rendering (computer graphics), Graphics hardware, Software rendering, Graphics pipeline, Partition (number theory), Graphics

Related papers

Back to paper searchBrowse research topicsOriginal source
Efficient partitioning of fragment shaders for multipass rendering on programmable graphics hardware — Research Paper | ScholarLens