|Title||Fragment-Parallel Composite and Filter
|in||Computer Graphics Forum (Proceedings of EGSR 2010)|
Anjul Patney, Stanley Tzeng, John D. Owens |
Jason Lawrence, Marc Stamminger |
|Keyword(s)||Programmable Pipelines, GPU Computing, Fragments, Composite, Filter, Blend|
|Date||June 28-30, 2010|
We present a strategy for parallelizing the composite and filter operations suitable for an order-independent rendering pipeline implemented on a modern graphics processor. Conventionally, this task is parallelized across pixels/subpixels, but serialized along individual depth layers. However, our technique extends the domain of parallelization to individual fragments (samples), avoiding a serial dependence on the number of depth layers, which can be a constraint for scenes with high depth complexity. As a result, our technique scales with the number of fragments and can sustain a consistent and predictable throughput in scenes with both low and high depth complexity, including those with a high variability of depth complexity within a single frame. We demonstrate composite/filter performance in excess of 50M fragments/sec for scenes with more than 1500 semi-transparent layers.
Figure 3 shows the same diagram for both (a) and (b). Part (b) should instead be the parallel implementation. The updated Figure 3 (b) can be obtained here: http://idav.ucdavis.edu/~anjul/slides/Patney-FPC10-Fig3b.pdf