z-logo
Premium
An Optimizing Compiler for Automatic Shader Bounding
Author(s) -
Clarberg Petrik,
Toth Robert,
Hasselgren Jon,
AkenineMöller Tomas
Publication year - 2010
Publication title -
computer graphics forum
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.578
H-Index - 120
eISSN - 1467-8659
pISSN - 0167-7055
DOI - 10.1111/j.1467-8659.2010.01721.x
Subject(s) - shader , computer science , rendering (computer graphics) , bounding overwatch , compiler , computer graphics (images) , bounding volume , callback , minimum bounding box , parallel computing , optimizing compiler , programming language , artificial intelligence , collision detection , image (mathematics) , collision
Programmable shading provides artistic control over materials and geometry, but the black box nature of shaders makes some rendering optimizations difficult to apply. In many cases, it is desirable to compute bounds of shaders in order to speed up rendering. A bounding shader can be automatically derived from the original shader by a compiler using interval analysis, but creating optimized interval arithmetic code is non‐trivial. A key insight in this paper is that shaders contain metadata that can be automatically extracted by the compiler using data flow analysis. We present a number of domain‐specific optimizations that make the generated code faster, while computing the same bounds as before. This enables a wider use and opens up possibilities for more efficient rendering. Our results show that on average 42–44% of the shader instructions can be eliminated for a common use case: single‐sided bounding shaders used in lightcuts and importance sampling.

This content is not available in your region!

Continue researching here.

Having issues? You can contact us here