Browsing by Author "Seiler, Larry"
Now showing 1 - 5 of 5
Results Per Page
Sort Options
Item Compacted CPU/GPU Data Compression via Modified Virtual Address Translation(ACM, 2020) Seiler, Larry; Lin, Daqi; Yuksel, Cem; Yuksel, Cem and Membarth, Richard and Zordan, VictorWe propose a method to reduce the footprint of compressed data by using modified virtual address translation to permit random access to the data. This extends our prior work on using page translation to perform automatic decompression and deswizzling upon accesses to fixed rate lossy or lossless compressed data. Our compaction method allows a virtual address space the size of the uncompressed data to be used to efficiently access variable-size blocks of compressed data. Compression and decompression take place between the first and second level caches, which allows fast access to uncompressed data in the first level cache and provides data compaction at all other levels of the memory hierarchy. This improves performance and reduces power relative to compressed but uncompacted data. An important property of our method is that compression, decompression, and reallocation are automatically managed by the new hardware without operating system intervention and without storing compression data in the page tables. As a result, although some changes are required in the page manager, it does not need to know the specific compression algorithm and can use a single memory allocation unit size. We tested our method with two sample CPU algorithms. When performing depth buffer occlusion tests, our method reduces the memory footprint by 3.1x. When rendering into textures, our method reduces the footprint by 1.69x before rendering and 1.63x after. In both cases, the power and cycle time are better than for uncompacted compressed data, and significantly better than for accessing uncompressed data.Item Efficient Adaptive Deferred Shading with Hardware Scatter Tiles(ACM, 2020) Mallett, Ian; Yuksel, Cem; Seiler, Larry; Yuksel, Cem and Membarth, Richard and Zordan, VictorAdaptive shading is an effective mechanism for reducing the number of shaded pixels to a subset of the image resolution with minimal impact on final rendering quality. We present a new scheduling method based on on-chip tiles that, along with relatively minor modifications to the GPU architecture, provides efficient hardware support. As compared to software implementations on current hardware using compute shaders, our approach dramatically reduces memory bandwidth requirements, thereby significantly improving performance and energy use. We also introduce the concept of a fragment pre-shader for programmatically controlling when a fragment shader is invoked, and describe advanced techniques for utilizing our approach to further reduce the number of shaded pixels via temporal filtering, or to adjust rendering quality to maintain stable framerates.Item Hardware Adaptive High-Order Interpolation for Real-Time Graphics(The Eurographics Association and John Wiley & Sons Ltd., 2021) Lin, Daqi; Seiler, Larry; Yuksel, Cem; Binder, Nikolaus and Ritschel, TobiasInterpolation is a core operation that has widespread use in computer graphics. Though higher-order interpolation provides better quality, linear interpolation is often preferred due to its simplicity, performance, and hardware support. We present a unified refactoring of quadratic and cubic interpolations as standard linear interpolation plus linear interpolations of higher-order terms and show how they can be applied to regular grids and (triangular/tetrahedral) simplexes Our formulations can provide significant reduction in computation cost, as compared to typical higher-order interpolations and prior approaches that utilize existing hardware linear interpolation support to achieve higher-order interpolation. In addition, our formulation allows approximating the results by dynamically skipping some higher order terms with low weights for further savings in both computation and storage. Thus, higher-order interpolation can be performed adaptively, as needed. We also describe how relatively minor modifications to existing GPU hardware could provide hardware support for quadratic and cubic interpolations using our approach for both texture filtering operations and barycentric interpolation. We present a variety of examples using triangular, rectangular, tetrahedral, and cuboidal interpolations, showing the effectiveness of our higher-order interpolations in different applications.Item Patch Textures: Hardware Implementation of Mesh Colors(The Eurographics Association, 2019) Mallett, Ian; Seiler, Larry; Yuksel, Cem; Steinberger, Markus and Foley, TimMesh colors provide an effective alternative to standard texture mapping. They significantly simplify the asset production pipeline by removing the need for defining a mapping and eliminate rendering artifacts due to seams. This paper addresses the problem that using mesh colors for real-time rendering has not been practical, due to the absence of hardware support. We show that it is possible to provide full hardware texture filtering support for mesh colors with minimal changes to existing GPUs by introducing a hardware-friendly representation for mesh colors that we call patch textures. We discuss the hardware modifications needed for storing and filtering patch textures.Item Quadratic Approximation of Cubic Curves(ACM, 2020) Truong, Nghia; Yuksel, Cem; Seiler, Larry; Yuksel, Cem and Membarth, Richard and Zordan, VictorWe present a simple degree reduction technique for piecewise cubic polynomial splines, converting them into piecewise quadratic splines that maintain the parameterization and C1 continuity. Our method forms identical tangent directions at the interpolated data points of the piecewise cubic spline by replacing each cubic piece with a pair of quadratic pieces. The resulting representation can lead to substantial performance improvements for rendering geometrically complex spline models like hair and fiber-level cloth. Such models are typically represented using cubic splines that are C1-continuous, a property that is preserved with our degree reduction. Therefore, our method can also be considered a new quadratic curve construction approach for high-performance rendering. We prove that it is possible to construct a pair of quadratic curves with C1 continuity that passes through any desired point on the input cubic curve. Moreover, we prove that when the pair of quadratic pieces corresponding to a cubic piece have equal parametric lengths, they join exactly at the parametric center of the cubic piece, and the deviation in positions due to degree reduction is minimized.