Efficient Partitioning of Fragment Shaders for Multiple-Output Hardware

dc.contributor.authorFoley, Timen_US
dc.contributor.authorHouston, Mikeen_US
dc.contributor.authorHanrahan, Paten_US
dc.contributor.editorTomas Akenine-Moeller and Michael McCoolen_US
dc.date.accessioned2013-10-28T10:02:16Z
dc.date.available2013-10-28T10:02:16Z
dc.date.issued2004en_US
dc.description.abstractPartitioning fragment shaders into multiple rendering passes is an effective technique for virtualizing shading resource limits in graphics hardware. The Recursive Dominator Split (RDS) algorithm is a polynomial-time algorithm for partitioning fragment shaders for real-time rendering that has been shown to generate efficient partitions. RDS does not, however, work for shaders with multiple outputs, and does not optimize for hardware with support for multiple render targets. We present Merging Recursive Dominator Split (MRDS), an extension of the RDS algorithm to shaders with arbitrary numbers of outputs which can efficiently utilize hardware support for multiple render targets, as well as a new cost metric for evaluating the quality of multipass partitions on modern consumer graphics hardware. We demonstrate that partitions generated by our algorithm execute more efficiently than those generated by RDS alone, and that our cost model is effective in predicting the relative performance of multipass partitions.en_US
dc.description.seriesinformationGraphics Hardwareen_US
dc.identifier.isbn3-905673-15-0en_US
dc.identifier.issn1727-3471en_US
dc.identifier.urihttps://doi.org/10.2312/EGGH/EGGH04/045-054en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.1 [Computer Graphics]en_US
dc.subjectGraphics processors G.2.2 [Mathematics of Computing]en_US
dc.subjectGraph AlgorithmsTreesen_US
dc.titleEfficient Partitioning of Fragment Shaders for Multiple-Output Hardwareen_US
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