Efficient Partitioning of Fragment Shaders for Multipass Rendering on Programmable Graphics Hardware
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.
Document Details
- Document Type
- Technical Report
- Publication Date
- Jan 01, 2002
- Accession Number
- ADA419620
Entities
People
- Eric R. Chan
- Kekoa Proudfoot
- Pat Hanrahan
- Pradeep Sen
- Ren Ng
Organizations
- Stanford University