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.

Open PDF

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

Tags

Communities of Interest

  • Human Systems

DTIC Thesaurus Topics

  • Algorithms
  • Compilers
  • Computations
  • Computer Graphics
  • Computer Programming
  • Computer Programs
  • Computers
  • Computing System Architectures
  • Cost Analysis
  • Cost Models
  • Costs
  • Efficiency
  • Geometry
  • Graphics
  • Instruction Set Architecture
  • Instructions
  • Language

Fields of Study

  • Computer science

Readers

  • Computer Vision.
  • Operations Research
  • Parallel and Distributed Computing.